| // GENERATED FILE - DO NOT EDIT. |
| // Generated by gen_blit11helper.py. |
| // |
| // Copyright 2018 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. |
| // |
| // Blit11Helper_autogen.inc: |
| // Defines and retrieves blitshaders for the D3D11 backend. |
| |
| namespace |
| { |
| // Include inline shaders in the anonymous namespace to make sure no symbols are exported |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2d11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2d11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthrougha2d11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2d11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2d11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2dui11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2di11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2dui11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2di11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2dui11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2di11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2dui11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2di11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgba_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgba_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgba_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgb_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgb_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgb_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_luma_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_luma_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_lumaalpha_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_lumaalpha_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d_4444_11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_4444_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_4444_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2d_565_11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_565_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_565_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2d_5551_11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_5551_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_5551_2d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3d11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3d11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum3d11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha3d11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3dui11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3di11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3dui11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3di11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3dui11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg3di11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3dui11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr3di11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgba_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgba_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgba_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgb_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgb_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgb_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pt_rgba_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pm_rgba_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_um_rgba_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pt_rgb_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pm_rgb_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_um_rgb_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_luma_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_luma_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_lumaalpha_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_lumaalpha_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d_4444_11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_4444_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_4444_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb3d_565_11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_565_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_565_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba3d_5551_11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_5551_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_5551_3d_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2darray11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2darray11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2darray11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2darray11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlum2darray11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughlumalpha2darray11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2darrayui11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2darrayi11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2darrayui11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2darrayi11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2darrayui11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrg2darrayi11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2darrayui11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughr2darrayi11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgba_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgba_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgba_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pt_rgb_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_pm_rgb_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftou_um_rgb_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pt_rgba_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pm_rgba_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_um_rgba_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pt_rgb_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_pm_rgb_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftoi_um_rgb_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_luma_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_luma_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_lumaalpha_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_lumaalpha_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2darray_4444_11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_4444_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_4444_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgb2darray_565_11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgb_565_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgb_565_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/passthroughrgba2darray_5551_11ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_pm_rgba_5551_2darray_ps.h" |
| #include "libANGLE/renderer/d3d/d3d11/shaders/compiled/multiplyalpha_ftof_um_rgba_5551_2darray_ps.h" |
| } // namespace |
| |
| enum Blit11::BlitShaderOperation : unsigned int |
| { |
| RGBAF, |
| BGRAF, |
| RGBF, |
| RGF, |
| RF, |
| ALPHA, |
| LUMA, |
| LUMAALPHA, |
| RGBAUI, |
| RGBAI, |
| RGBUI, |
| RGBI, |
| RGUI, |
| RGI, |
| RUI, |
| RI, |
| RGBAF_PREMULTIPLY, |
| RGBAF_UNMULTIPLY, |
| RGBF_PREMULTIPLY, |
| RGBF_UNMULTIPLY, |
| RGBAF_TOUI, |
| RGBAF_TOUI_PREMULTIPLY, |
| RGBAF_TOUI_UNMULTIPLY, |
| RGBF_TOUI, |
| RGBF_TOUI_PREMULTIPLY, |
| RGBF_TOUI_UNMULTIPLY, |
| RGBAF_TOI, |
| RGBAF_TOI_PREMULTIPLY, |
| RGBAF_TOI_UNMULTIPLY, |
| RGBF_TOI, |
| RGBF_TOI_PREMULTIPLY, |
| RGBF_TOI_UNMULTIPLY, |
| LUMAF_PREMULTIPLY, |
| LUMAF_UNMULTIPLY, |
| LUMAALPHAF_PREMULTIPLY, |
| LUMAALPHAF_UNMULTIPLY, |
| RGBAF_4444, |
| RGBAF_4444_PREMULTIPLY, |
| RGBAF_4444_UNMULTIPLY, |
| RGBF_565, |
| RGBF_565_PREMULTIPLY, |
| RGBF_565_UNMULTIPLY, |
| RGBAF_5551, |
| RGBAF_5551_PREMULTIPLY, |
| RGBAF_5551_UNMULTIPLY, |
| OPERATION_INVALID |
| }; |
| |
| enum Blit11::BlitShaderType : unsigned int |
| { |
| BLITSHADER_2D_RGBAF, |
| BLITSHADER_2D_BGRAF, |
| BLITSHADER_2D_RGBF, |
| BLITSHADER_2D_RGF, |
| BLITSHADER_2D_RF, |
| BLITSHADER_2D_ALPHA, |
| BLITSHADER_2D_LUMA, |
| BLITSHADER_2D_LUMAALPHA, |
| BLITSHADER_2D_RGBAUI, |
| BLITSHADER_2D_RGBAI, |
| BLITSHADER_2D_RGBUI, |
| BLITSHADER_2D_RGBI, |
| BLITSHADER_2D_RGUI, |
| BLITSHADER_2D_RGI, |
| BLITSHADER_2D_RUI, |
| BLITSHADER_2D_RI, |
| BLITSHADER_2D_RGBAF_PREMULTIPLY, |
| BLITSHADER_2D_RGBAF_UNMULTIPLY, |
| BLITSHADER_2D_RGBF_PREMULTIPLY, |
| BLITSHADER_2D_RGBF_UNMULTIPLY, |
| BLITSHADER_2D_RGBAF_TOUI, |
| BLITSHADER_2D_RGBAF_TOUI_PREMULTIPLY, |
| BLITSHADER_2D_RGBAF_TOUI_UNMULTIPLY, |
| BLITSHADER_2D_RGBF_TOUI, |
| BLITSHADER_2D_RGBF_TOUI_PREMULTIPLY, |
| BLITSHADER_2D_RGBF_TOUI_UNMULTIPLY, |
| BLITSHADER_2D_LUMAF_PREMULTIPLY, |
| BLITSHADER_2D_LUMAF_UNMULTIPLY, |
| BLITSHADER_2D_LUMAALPHAF_PREMULTIPLY, |
| BLITSHADER_2D_LUMAALPHAF_UNMULTIPLY, |
| BLITSHADER_2D_RGBAF_4444, |
| BLITSHADER_2D_RGBAF_4444_PREMULTIPLY, |
| BLITSHADER_2D_RGBAF_4444_UNMULTIPLY, |
| BLITSHADER_2D_RGBF_565, |
| BLITSHADER_2D_RGBF_565_PREMULTIPLY, |
| BLITSHADER_2D_RGBF_565_UNMULTIPLY, |
| BLITSHADER_2D_RGBAF_5551, |
| BLITSHADER_2D_RGBAF_5551_PREMULTIPLY, |
| BLITSHADER_2D_RGBAF_5551_UNMULTIPLY, |
| BLITSHADER_3D_RGBAF, |
| BLITSHADER_3D_BGRAF, |
| BLITSHADER_3D_RGBF, |
| BLITSHADER_3D_RGF, |
| BLITSHADER_3D_RF, |
| BLITSHADER_3D_ALPHA, |
| BLITSHADER_3D_LUMA, |
| BLITSHADER_3D_LUMAALPHA, |
| BLITSHADER_3D_RGBAUI, |
| BLITSHADER_3D_RGBAI, |
| BLITSHADER_3D_RGBUI, |
| BLITSHADER_3D_RGBI, |
| BLITSHADER_3D_RGUI, |
| BLITSHADER_3D_RGI, |
| BLITSHADER_3D_RUI, |
| BLITSHADER_3D_RI, |
| BLITSHADER_3D_RGBAF_PREMULTIPLY, |
| BLITSHADER_3D_RGBAF_UNMULTIPLY, |
| BLITSHADER_3D_RGBF_PREMULTIPLY, |
| BLITSHADER_3D_RGBF_UNMULTIPLY, |
| BLITSHADER_3D_RGBAF_TOUI, |
| BLITSHADER_3D_RGBAF_TOUI_PREMULTIPLY, |
| BLITSHADER_3D_RGBAF_TOUI_UNMULTIPLY, |
| BLITSHADER_3D_RGBF_TOUI, |
| BLITSHADER_3D_RGBF_TOUI_PREMULTIPLY, |
| BLITSHADER_3D_RGBF_TOUI_UNMULTIPLY, |
| BLITSHADER_3D_RGBAF_TOI, |
| BLITSHADER_3D_RGBAF_TOI_PREMULTIPLY, |
| BLITSHADER_3D_RGBAF_TOI_UNMULTIPLY, |
| BLITSHADER_3D_RGBF_TOI, |
| BLITSHADER_3D_RGBF_TOI_PREMULTIPLY, |
| BLITSHADER_3D_RGBF_TOI_UNMULTIPLY, |
| BLITSHADER_3D_LUMAF_PREMULTIPLY, |
| BLITSHADER_3D_LUMAF_UNMULTIPLY, |
| BLITSHADER_3D_LUMAALPHAF_PREMULTIPLY, |
| BLITSHADER_3D_LUMAALPHAF_UNMULTIPLY, |
| BLITSHADER_3D_RGBAF_4444, |
| BLITSHADER_3D_RGBAF_4444_PREMULTIPLY, |
| BLITSHADER_3D_RGBAF_4444_UNMULTIPLY, |
| BLITSHADER_3D_RGBF_565, |
| BLITSHADER_3D_RGBF_565_PREMULTIPLY, |
| BLITSHADER_3D_RGBF_565_UNMULTIPLY, |
| BLITSHADER_3D_RGBAF_5551, |
| BLITSHADER_3D_RGBAF_5551_PREMULTIPLY, |
| BLITSHADER_3D_RGBAF_5551_UNMULTIPLY, |
| BLITSHADER_2DARRAY_RGBAF, |
| BLITSHADER_2DARRAY_BGRAF, |
| BLITSHADER_2DARRAY_RGBF, |
| BLITSHADER_2DARRAY_RGF, |
| BLITSHADER_2DARRAY_RF, |
| BLITSHADER_2DARRAY_ALPHA, |
| BLITSHADER_2DARRAY_LUMA, |
| BLITSHADER_2DARRAY_LUMAALPHA, |
| BLITSHADER_2DARRAY_RGBAUI, |
| BLITSHADER_2DARRAY_RGBAI, |
| BLITSHADER_2DARRAY_RGBUI, |
| BLITSHADER_2DARRAY_RGBI, |
| BLITSHADER_2DARRAY_RGUI, |
| BLITSHADER_2DARRAY_RGI, |
| BLITSHADER_2DARRAY_RUI, |
| BLITSHADER_2DARRAY_RI, |
| BLITSHADER_2DARRAY_RGBAF_PREMULTIPLY, |
| BLITSHADER_2DARRAY_RGBAF_UNMULTIPLY, |
| BLITSHADER_2DARRAY_RGBF_PREMULTIPLY, |
| BLITSHADER_2DARRAY_RGBF_UNMULTIPLY, |
| BLITSHADER_2DARRAY_RGBAF_TOUI, |
| BLITSHADER_2DARRAY_RGBAF_TOUI_PREMULTIPLY, |
| BLITSHADER_2DARRAY_RGBAF_TOUI_UNMULTIPLY, |
| BLITSHADER_2DARRAY_RGBF_TOUI, |
| BLITSHADER_2DARRAY_RGBF_TOUI_PREMULTIPLY, |
| BLITSHADER_2DARRAY_RGBF_TOUI_UNMULTIPLY, |
| BLITSHADER_2DARRAY_RGBAF_TOI, |
| BLITSHADER_2DARRAY_RGBAF_TOI_PREMULTIPLY, |
| BLITSHADER_2DARRAY_RGBAF_TOI_UNMULTIPLY, |
| BLITSHADER_2DARRAY_RGBF_TOI, |
| BLITSHADER_2DARRAY_RGBF_TOI_PREMULTIPLY, |
| BLITSHADER_2DARRAY_RGBF_TOI_UNMULTIPLY, |
| BLITSHADER_2DARRAY_LUMAF_PREMULTIPLY, |
| BLITSHADER_2DARRAY_LUMAF_UNMULTIPLY, |
| BLITSHADER_2DARRAY_LUMAALPHAF_PREMULTIPLY, |
| BLITSHADER_2DARRAY_LUMAALPHAF_UNMULTIPLY, |
| BLITSHADER_2DARRAY_RGBAF_4444, |
| BLITSHADER_2DARRAY_RGBAF_4444_PREMULTIPLY, |
| BLITSHADER_2DARRAY_RGBAF_4444_UNMULTIPLY, |
| BLITSHADER_2DARRAY_RGBF_565, |
| BLITSHADER_2DARRAY_RGBF_565_PREMULTIPLY, |
| BLITSHADER_2DARRAY_RGBF_565_UNMULTIPLY, |
| BLITSHADER_2DARRAY_RGBAF_5551, |
| BLITSHADER_2DARRAY_RGBAF_5551_PREMULTIPLY, |
| BLITSHADER_2DARRAY_RGBAF_5551_UNMULTIPLY, |
| BLITSHADER_INVALID |
| }; |
| |
| Blit11::BlitShaderType Blit11::getBlitShaderType(BlitShaderOperation operation, ShaderDimension dimension) |
| { |
| switch(operation) |
| { |
| case RGBAF: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAF; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case BGRAF: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_BGRAF; |
| case SHADER_3D: |
| return BLITSHADER_3D_BGRAF; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_BGRAF; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBF: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBF; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBF; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBF; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGF: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGF; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGF; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGF; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RF: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RF; |
| case SHADER_3D: |
| return BLITSHADER_3D_RF; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RF; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case ALPHA: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_ALPHA; |
| case SHADER_3D: |
| return BLITSHADER_3D_ALPHA; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_ALPHA; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case LUMA: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_LUMA; |
| case SHADER_3D: |
| return BLITSHADER_3D_LUMA; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_LUMA; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case LUMAALPHA: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_LUMAALPHA; |
| case SHADER_3D: |
| return BLITSHADER_3D_LUMAALPHA; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_LUMAALPHA; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAUI: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAUI; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAUI; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAUI; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAI: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAI; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAI; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAI; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBUI: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBUI; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBUI; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBUI; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBI: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBI; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBI; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBI; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGUI: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGUI; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGUI; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGUI; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGI: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGI; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGI; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGI; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RUI: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RUI; |
| case SHADER_3D: |
| return BLITSHADER_3D_RUI; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RUI; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RI: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RI; |
| case SHADER_3D: |
| return BLITSHADER_3D_RI; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RI; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_PREMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAF_PREMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_PREMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_PREMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_UNMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAF_UNMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_UNMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_UNMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBF_PREMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBF_PREMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBF_PREMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBF_PREMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBF_UNMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBF_UNMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBF_UNMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBF_UNMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_TOUI: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAF_TOUI; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_TOUI; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_TOUI; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_TOUI_PREMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAF_TOUI_PREMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_TOUI_PREMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_TOUI_PREMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_TOUI_UNMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAF_TOUI_UNMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_TOUI_UNMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_TOUI_UNMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBF_TOUI: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBF_TOUI; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBF_TOUI; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBF_TOUI; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBF_TOUI_PREMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBF_TOUI_PREMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBF_TOUI_PREMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBF_TOUI_PREMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBF_TOUI_UNMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBF_TOUI_UNMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBF_TOUI_UNMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBF_TOUI_UNMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_TOI: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_INVALID; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_TOI; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_TOI; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_TOI_PREMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_INVALID; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_TOI_PREMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_TOI_PREMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_TOI_UNMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_INVALID; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_TOI_UNMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_TOI_UNMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBF_TOI: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_INVALID; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBF_TOI; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBF_TOI; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBF_TOI_PREMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_INVALID; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBF_TOI_PREMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBF_TOI_PREMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBF_TOI_UNMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_INVALID; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBF_TOI_UNMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBF_TOI_UNMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case LUMAF_PREMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_LUMAF_PREMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_LUMAF_PREMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_LUMAF_PREMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case LUMAF_UNMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_LUMAF_UNMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_LUMAF_UNMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_LUMAF_UNMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case LUMAALPHAF_PREMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_LUMAALPHAF_PREMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_LUMAALPHAF_PREMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_LUMAALPHAF_PREMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case LUMAALPHAF_UNMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_LUMAALPHAF_UNMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_LUMAALPHAF_UNMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_LUMAALPHAF_UNMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_4444: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAF_4444; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_4444; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_4444; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_4444_PREMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAF_4444_PREMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_4444_PREMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_4444_PREMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_4444_UNMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAF_4444_UNMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_4444_UNMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_4444_UNMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBF_565: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBF_565; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBF_565; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBF_565; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBF_565_PREMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBF_565_PREMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBF_565_PREMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBF_565_PREMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBF_565_UNMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBF_565_UNMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBF_565_UNMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBF_565_UNMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_5551: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAF_5551; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_5551; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_5551; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_5551_PREMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAF_5551_PREMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_5551_PREMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_5551_PREMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| case RGBAF_5551_UNMULTIPLY: |
| switch (dimension) |
| { |
| case SHADER_2D: |
| return BLITSHADER_2D_RGBAF_5551_UNMULTIPLY; |
| case SHADER_3D: |
| return BLITSHADER_3D_RGBAF_5551_UNMULTIPLY; |
| case SHADER_2DARRAY: |
| return BLITSHADER_2DARRAY_RGBAF_5551_UNMULTIPLY; |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| default: |
| UNREACHABLE(); |
| return BLITSHADER_INVALID; |
| } |
| } |
| |
| angle::Result Blit11::mapBlitShader(const gl::Context *context, |
| BlitShaderType blitShaderType) |
| { |
| switch(blitShaderType) |
| { |
| case BLITSHADER_2D_RGBAF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughRGBA2D), |
| "Blit11 2D PassthroughRGBA2D pixel shader")); |
| break; |
| case BLITSHADER_2D_BGRAF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughRGBA2D), |
| "Blit11 2D PassthroughRGBA2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughRGB2D), |
| "Blit11 2D PassthroughRGB2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughRG2D), |
| "Blit11 2D PassthroughRG2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughR2D), |
| "Blit11 2D PassthroughR2D pixel shader")); |
| break; |
| case BLITSHADER_2D_ALPHA: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughA2D), |
| "Blit11 2D PassthroughA2D pixel shader")); |
| break; |
| case BLITSHADER_2D_LUMA: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughLum2D), |
| "Blit11 2D PassthroughLum2D pixel shader")); |
| break; |
| case BLITSHADER_2D_LUMAALPHA: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughLumAlpha2D), |
| "Blit11 2D PassthroughLumAlpha2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBAUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughRGBA2DUI), |
| "Blit11 2D PassthroughRGBA2DUI pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBAI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughRGBA2DI), |
| "Blit11 2D PassthroughRGBA2DI pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughRGB2DUI), |
| "Blit11 2D PassthroughRGB2DUI pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughRGB2DI), |
| "Blit11 2D PassthroughRGB2DI pixel shader")); |
| break; |
| case BLITSHADER_2D_RGUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughRG2DUI), |
| "Blit11 2D PassthroughRG2DUI pixel shader")); |
| break; |
| case BLITSHADER_2D_RGI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughRG2DI), |
| "Blit11 2D PassthroughRG2DI pixel shader")); |
| break; |
| case BLITSHADER_2D_RUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughR2DUI), |
| "Blit11 2D PassthroughR2DUI pixel shader")); |
| break; |
| case BLITSHADER_2D_RI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughR2DI), |
| "Blit11 2D PassthroughR2DI pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBAF_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_PM_RGBA_2D), |
| "Blit11 2D FtoF PM RGBA 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBAF_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_UM_RGBA_2D), |
| "Blit11 2D FtoF UM RGBA 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBF_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_PM_RGB_2D), |
| "Blit11 2D FtoF PM RGB 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBF_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_UM_RGB_2D), |
| "Blit11 2D FtoF UM RGB 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBAF_TOUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoU_PT_RGBA_2D), |
| "Blit11 2D FtoU PT RGBA 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBAF_TOUI_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoU_PM_RGBA_2D), |
| "Blit11 2D FtoU PM RGBA 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBAF_TOUI_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoU_UM_RGBA_2D), |
| "Blit11 2D FtoU UM RGBA 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBF_TOUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoU_PT_RGB_2D), |
| "Blit11 2D FtoU PT RGB 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBF_TOUI_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoU_PM_RGB_2D), |
| "Blit11 2D FtoU PM RGB 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBF_TOUI_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoU_UM_RGB_2D), |
| "Blit11 2D FtoU UM RGB 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_LUMAF_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_PM_LUMA_2D), |
| "Blit11 2D FtoF PM LUMA 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_LUMAF_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_UM_LUMA_2D), |
| "Blit11 2D FtoF UM LUMA 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_LUMAALPHAF_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_PM_LUMAALPHA_2D), |
| "Blit11 2D FtoF PM LUMAALPHA 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_LUMAALPHAF_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_UM_LUMAALPHA_2D), |
| "Blit11 2D FtoF UM LUMAALPHA 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBAF_4444: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughRGBA2D_4444), |
| "Blit11 2D PassthroughRGBA2D 4444 pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBAF_4444_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_PM_RGBA_4444_2D), |
| "Blit11 2D FtoF PM RGBA 4444 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBAF_4444_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_UM_RGBA_4444_2D), |
| "Blit11 2D FtoF UM RGBA 4444 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBF_565: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughRGB2D_565), |
| "Blit11 2D PassthroughRGB2D 565 pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBF_565_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_PM_RGB_565_2D), |
| "Blit11 2D FtoF PM RGB 565 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBF_565_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_UM_RGB_565_2D), |
| "Blit11 2D FtoF UM RGB 565 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBAF_5551: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_PassthroughRGBA2D_5551), |
| "Blit11 2D PassthroughRGBA2D 5551 pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBAF_5551_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_PM_RGBA_5551_2D), |
| "Blit11 2D FtoF PM RGBA 5551 2D pixel shader")); |
| break; |
| case BLITSHADER_2D_RGBAF_5551_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2D, |
| ShaderData(g_PS_FtoF_UM_RGBA_5551_2D), |
| "Blit11 2D FtoF UM RGBA 5551 2D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRGBA3D), |
| "Blit11 3D PassthroughRGBA3D pixel shader")); |
| break; |
| case BLITSHADER_3D_BGRAF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRGBA3D), |
| "Blit11 3D PassthroughRGBA3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRGB3D), |
| "Blit11 3D PassthroughRGB3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRG3D), |
| "Blit11 3D PassthroughRG3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughR3D), |
| "Blit11 3D PassthroughR3D pixel shader")); |
| break; |
| case BLITSHADER_3D_ALPHA: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRGBA3D), |
| "Blit11 3D PassthroughRGBA3D pixel shader")); |
| break; |
| case BLITSHADER_3D_LUMA: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughLum3D), |
| "Blit11 3D PassthroughLum3D pixel shader")); |
| break; |
| case BLITSHADER_3D_LUMAALPHA: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughLumAlpha3D), |
| "Blit11 3D PassthroughLumAlpha3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRGBA3DUI), |
| "Blit11 3D PassthroughRGBA3DUI pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRGBA3DI), |
| "Blit11 3D PassthroughRGBA3DI pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRGB3DUI), |
| "Blit11 3D PassthroughRGB3DUI pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRGB3DI), |
| "Blit11 3D PassthroughRGB3DI pixel shader")); |
| break; |
| case BLITSHADER_3D_RGUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRG3DUI), |
| "Blit11 3D PassthroughRG3DUI pixel shader")); |
| break; |
| case BLITSHADER_3D_RGI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRG3DI), |
| "Blit11 3D PassthroughRG3DI pixel shader")); |
| break; |
| case BLITSHADER_3D_RUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughR3DUI), |
| "Blit11 3D PassthroughR3DUI pixel shader")); |
| break; |
| case BLITSHADER_3D_RI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughR3DI), |
| "Blit11 3D PassthroughR3DI pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_PM_RGBA_3D), |
| "Blit11 3D FtoF PM RGBA 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_UM_RGBA_3D), |
| "Blit11 3D FtoF UM RGBA 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBF_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_PM_RGB_3D), |
| "Blit11 3D FtoF PM RGB 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBF_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_UM_RGB_3D), |
| "Blit11 3D FtoF UM RGB 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_TOUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoU_PT_RGBA_3D), |
| "Blit11 3D FtoU PT RGBA 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_TOUI_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoU_PM_RGBA_3D), |
| "Blit11 3D FtoU PM RGBA 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_TOUI_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoU_UM_RGBA_3D), |
| "Blit11 3D FtoU UM RGBA 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBF_TOUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoU_PT_RGB_3D), |
| "Blit11 3D FtoU PT RGB 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBF_TOUI_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoU_PM_RGB_3D), |
| "Blit11 3D FtoU PM RGB 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBF_TOUI_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoU_UM_RGB_3D), |
| "Blit11 3D FtoU UM RGB 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_TOI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoI_PT_RGBA_3D), |
| "Blit11 3D FtoI PT RGBA 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_TOI_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoI_PM_RGBA_3D), |
| "Blit11 3D FtoI PM RGBA 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_TOI_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoI_UM_RGBA_3D), |
| "Blit11 3D FtoI UM RGBA 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBF_TOI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoI_PT_RGB_3D), |
| "Blit11 3D FtoI PT RGB 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBF_TOI_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoI_PM_RGB_3D), |
| "Blit11 3D FtoI PM RGB 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBF_TOI_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoI_UM_RGB_3D), |
| "Blit11 3D FtoI UM RGB 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_LUMAF_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_PM_LUMA_3D), |
| "Blit11 3D FtoF PM LUMA 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_LUMAF_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_UM_LUMA_3D), |
| "Blit11 3D FtoF UM LUMA 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_LUMAALPHAF_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_PM_LUMAALPHA_3D), |
| "Blit11 3D FtoF PM LUMAALPHA 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_LUMAALPHAF_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_UM_LUMAALPHA_3D), |
| "Blit11 3D FtoF UM LUMAALPHA 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_4444: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRGBA3D_4444), |
| "Blit11 3D PassthroughRGBA3D 4444 pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_4444_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_PM_RGBA_4444_3D), |
| "Blit11 3D FtoF PM RGBA 4444 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_4444_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_UM_RGBA_4444_3D), |
| "Blit11 3D FtoF UM RGBA 4444 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBF_565: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRGB3D_565), |
| "Blit11 3D PassthroughRGB3D 565 pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBF_565_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_PM_RGB_565_3D), |
| "Blit11 3D FtoF PM RGB 565 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBF_565_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_UM_RGB_565_3D), |
| "Blit11 3D FtoF UM RGB 565 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_5551: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_PassthroughRGBA3D_5551), |
| "Blit11 3D PassthroughRGBA3D 5551 pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_5551_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_PM_RGBA_5551_3D), |
| "Blit11 3D FtoF PM RGBA 5551 3D pixel shader")); |
| break; |
| case BLITSHADER_3D_RGBAF_5551_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_3D, |
| ShaderData(g_PS_FtoF_UM_RGBA_5551_3D), |
| "Blit11 3D FtoF UM RGBA 5551 3D pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRGBA2DArray), |
| "Blit11 2DArray PassthroughRGBA2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_BGRAF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRGBA2DArray), |
| "Blit11 2DArray PassthroughRGBA2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRGB2DArray), |
| "Blit11 2DArray PassthroughRGB2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRG2DArray), |
| "Blit11 2DArray PassthroughRG2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RF: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughR2DArray), |
| "Blit11 2DArray PassthroughR2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_ALPHA: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRGBA2DArray), |
| "Blit11 2DArray PassthroughRGBA2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_LUMA: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughLum2DArray), |
| "Blit11 2DArray PassthroughLum2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_LUMAALPHA: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughLumAlpha2DArray), |
| "Blit11 2DArray PassthroughLumAlpha2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRGBA2DArrayUI), |
| "Blit11 2DArray PassthroughRGBA2DArrayUI pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRGBA2DArrayI), |
| "Blit11 2DArray PassthroughRGBA2DArrayI pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRGB2DArrayUI), |
| "Blit11 2DArray PassthroughRGB2DArrayUI pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRGB2DArrayI), |
| "Blit11 2DArray PassthroughRGB2DArrayI pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRG2DArrayUI), |
| "Blit11 2DArray PassthroughRG2DArrayUI pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRG2DArrayI), |
| "Blit11 2DArray PassthroughRG2DArrayI pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughR2DArrayUI), |
| "Blit11 2DArray PassthroughR2DArrayUI pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughR2DArrayI), |
| "Blit11 2DArray PassthroughR2DArrayI pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_PM_RGBA_2DArray), |
| "Blit11 2DArray FtoF PM RGBA 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_UM_RGBA_2DArray), |
| "Blit11 2DArray FtoF UM RGBA 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBF_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_PM_RGB_2DArray), |
| "Blit11 2DArray FtoF PM RGB 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBF_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_UM_RGB_2DArray), |
| "Blit11 2DArray FtoF UM RGB 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_TOUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoU_PT_RGBA_2DArray), |
| "Blit11 2DArray FtoU PT RGBA 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_TOUI_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoU_PM_RGBA_2DArray), |
| "Blit11 2DArray FtoU PM RGBA 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_TOUI_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoU_UM_RGBA_2DArray), |
| "Blit11 2DArray FtoU UM RGBA 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBF_TOUI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoU_PT_RGB_2DArray), |
| "Blit11 2DArray FtoU PT RGB 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBF_TOUI_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoU_PM_RGB_2DArray), |
| "Blit11 2DArray FtoU PM RGB 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBF_TOUI_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoU_UM_RGB_2DArray), |
| "Blit11 2DArray FtoU UM RGB 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_TOI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoI_PT_RGBA_2DArray), |
| "Blit11 2DArray FtoI PT RGBA 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_TOI_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoI_PM_RGBA_2DArray), |
| "Blit11 2DArray FtoI PM RGBA 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_TOI_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoI_UM_RGBA_2DArray), |
| "Blit11 2DArray FtoI UM RGBA 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBF_TOI: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoI_PT_RGB_2DArray), |
| "Blit11 2DArray FtoI PT RGB 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBF_TOI_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoI_PM_RGB_2DArray), |
| "Blit11 2DArray FtoI PM RGB 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBF_TOI_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoI_UM_RGB_2DArray), |
| "Blit11 2DArray FtoI UM RGB 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_LUMAF_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_PM_LUMA_2DArray), |
| "Blit11 2DArray FtoF PM LUMA 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_LUMAF_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_UM_LUMA_2DArray), |
| "Blit11 2DArray FtoF UM LUMA 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_LUMAALPHAF_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_PM_LUMAALPHA_2DArray), |
| "Blit11 2DArray FtoF PM LUMAALPHA 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_LUMAALPHAF_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_UM_LUMAALPHA_2DArray), |
| "Blit11 2DArray FtoF UM LUMAALPHA 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_4444: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRGBA2DArray_4444), |
| "Blit11 2DArray PassthroughRGBA2DArray 4444 pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_4444_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_PM_RGBA_4444_2DArray), |
| "Blit11 2DArray FtoF PM RGBA 4444 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_4444_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_UM_RGBA_4444_2DArray), |
| "Blit11 2DArray FtoF UM RGBA 4444 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBF_565: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRGB2DArray_565), |
| "Blit11 2DArray PassthroughRGB2DArray 565 pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBF_565_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_PM_RGB_565_2DArray), |
| "Blit11 2DArray FtoF PM RGB 565 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBF_565_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_UM_RGB_565_2DArray), |
| "Blit11 2DArray FtoF UM RGB 565 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_5551: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_PassthroughRGBA2DArray_5551), |
| "Blit11 2DArray PassthroughRGBA2DArray 5551 pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_5551_PREMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_PM_RGBA_5551_2DArray), |
| "Blit11 2DArray FtoF PM RGBA 5551 2DArray pixel shader")); |
| break; |
| case BLITSHADER_2DARRAY_RGBAF_5551_UNMULTIPLY: |
| ANGLE_TRY(addBlitShaderToMap(context, blitShaderType, SHADER_2DARRAY, |
| ShaderData(g_PS_FtoF_UM_RGBA_5551_2DArray), |
| "Blit11 2DArray FtoF UM RGBA 5551 2DArray pixel shader")); |
| break; |
| default: |
| ANGLE_HR_UNREACHABLE(GetImplAs<Context11>(context)); |
| } |
| |
| return angle::Result::Continue; |
| } |
| |