// 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(context)); } return angle::Result::Continue; }