/* $Id$ */
/** @file
* DevVMWare/Shaderlib - Utility/Stub Functions & Data.
*/
/*
* Copyright (C) 2013-2014 Oracle Corporation
*
* This file is part of VirtualBox Open Source Edition (OSE), as
* available from http://www.virtualbox.org. This file is free software;
* you can redistribute it and/or modify it under the terms of the GNU
* General Public License (GPL) as published by the Free Software
* Foundation, in version 2 as it comes in the "COPYING" file of the
* VirtualBox OSE distribution. VirtualBox OSE is distributed in the
* hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
*/
#include <iprt/err.h>
#include <iprt/mem.h>
#include <iprt/assert.h>
#include <windows.h>
#include "wined3d_private.h"
void *wined3d_rb_alloc(size_t size)
{
return RTMemAlloc(size);
}
void *wined3d_rb_realloc(void *ptr, size_t size)
{
return RTMemRealloc(ptr, size);
}
void wined3d_rb_free(void *ptr)
{
RTMemFree(ptr);
}
/* This small helper function is used to convert a bitmask into the number of masked bits */
unsigned int count_bits(unsigned int mask)
{
unsigned int count;
for (count = 0; mask; ++count)
{
mask &= mask - 1;
}
return count;
}
UINT wined3d_log2i(UINT32 x)
{
static const UINT l[] =
{
~0U, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
};
UINT32 i;
return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];
}
/* Set the shader type for this device, depending on the given capabilities
* and the user preferences in wined3d_settings. */
void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
{
*vs_selected = SHADER_GLSL;
*ps_selected = SHADER_GLSL;
}
const char *debug_glerror(GLenum error) {
switch(error) {
#define GLERROR_TO_STR(u) case u: return #u
GLERROR_TO_STR(GL_NO_ERROR);
GLERROR_TO_STR(GL_INVALID_ENUM);
GLERROR_TO_STR(GL_INVALID_VALUE);
GLERROR_TO_STR(GL_INVALID_OPERATION);
GLERROR_TO_STR(GL_STACK_OVERFLOW);
GLERROR_TO_STR(GL_STACK_UNDERFLOW);
GLERROR_TO_STR(GL_OUT_OF_MEMORY);
GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
#undef GLERROR_TO_STR
default:
return "unrecognized";
}
}
void dump_color_fixup_desc(struct color_fixup_desc fixup)
{
}
void context_release(struct wined3d_context *context)
{
}
static void CDECL wined3d_do_nothing(void)
{
}
void (* CDECL wine_tsx11_lock_ptr)(void) = wined3d_do_nothing;
void (* CDECL wine_tsx11_unlock_ptr)(void) = wined3d_do_nothing;
LPVOID WINAPI VBoxHeapAlloc(HANDLE hHeap, DWORD heaptype,SIZE_T size)
{
return RTMemAllocZ(size);
}
BOOL WINAPI VBoxHeapFree(HANDLE hHeap, DWORD heaptype,LPVOID ptr)
{
RTMemFree(ptr);
return TRUE;
}
LPVOID WINAPI VBoxHeapReAlloc(HANDLE hHeap,DWORD heaptype,LPVOID ptr ,SIZE_T size)
{
return RTMemRealloc(ptr, size);
}
void VBoxDebugBreak()
{
AssertFailed();
}