From 36d22d82aa202bb199967e9512281e9a53db42c9 Mon Sep 17 00:00:00 2001 From: Daniel Baumann Date: Sun, 7 Apr 2024 21:33:14 +0200 Subject: Adding upstream version 115.7.0esr. Signed-off-by: Daniel Baumann --- .../renderer/d3d/d3d11/Blit11Helper_autogen.inc | 1575 ++++++++++++++++++++ 1 file changed, 1575 insertions(+) create mode 100644 gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11Helper_autogen.inc (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11Helper_autogen.inc') diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11Helper_autogen.inc b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11Helper_autogen.inc new file mode 100644 index 0000000000..64d8106a18 --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/Blit11Helper_autogen.inc @@ -0,0 +1,1575 @@ +// 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; +} + -- cgit v1.2.3