Sat, 03 Jan 2015 20:18:00 +0100
Conditionally enable double key logic according to:
private browsing mode or privacy.thirdparty.isolate preference and
implement in GetCookieStringCommon and FindCookie where it counts...
With some reservations of how to convince FindCookie users to test
condition and pass a nullptr when disabling double key logic.
1 //
2 // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved.
3 // Use of this source code is governed by a BSD-style license that can be
4 // found in the LICENSE file.
5 //
7 // renderer11_utils.h: Conversion functions and other utility routines
8 // specific to the D3D11 renderer.
10 #ifndef LIBGLESV2_RENDERER_RENDERER11_UTILS_H
11 #define LIBGLESV2_RENDERER_RENDERER11_UTILS_H
13 #include "libGLESv2/angletypes.h"
15 namespace gl_d3d11
16 {
18 D3D11_BLEND ConvertBlendFunc(GLenum glBlend, bool isAlpha);
19 D3D11_BLEND_OP ConvertBlendOp(GLenum glBlendOp);
20 UINT8 ConvertColorMask(bool maskRed, bool maskGreen, bool maskBlue, bool maskAlpha);
22 D3D11_CULL_MODE ConvertCullMode(bool cullEnabled, GLenum cullMode);
24 D3D11_COMPARISON_FUNC ConvertComparison(GLenum comparison);
25 D3D11_DEPTH_WRITE_MASK ConvertDepthMask(bool depthWriteEnabled);
26 UINT8 ConvertStencilMask(GLuint stencilmask);
27 D3D11_STENCIL_OP ConvertStencilOp(GLenum stencilOp);
29 D3D11_FILTER ConvertFilter(GLenum minFilter, GLenum magFilter, float maxAnisotropy);
30 D3D11_TEXTURE_ADDRESS_MODE ConvertTextureWrap(GLenum wrap);
31 FLOAT ConvertMinLOD(GLenum minFilter, unsigned int lodOffset);
32 FLOAT ConvertMaxLOD(GLenum minFilter, unsigned int lodOffset);
34 DXGI_FORMAT ConvertRenderbufferFormat(GLenum format);
35 DXGI_FORMAT ConvertTextureFormat(GLenum format);
36 }
38 namespace d3d11_gl
39 {
41 GLenum ConvertBackBufferFormat(DXGI_FORMAT format);
42 GLenum ConvertDepthStencilFormat(DXGI_FORMAT format);
43 GLenum ConvertRenderbufferFormat(DXGI_FORMAT format);
44 GLenum ConvertTextureInternalFormat(DXGI_FORMAT format);
46 }
48 namespace d3d11
49 {
51 struct PositionTexCoordVertex
52 {
53 float x, y;
54 float u, v;
55 };
56 void SetPositionTexCoordVertex(PositionTexCoordVertex* vertex, float x, float y, float u, float v);
58 struct PositionDepthColorVertex
59 {
60 float x, y, z;
61 float r, g, b, a;
62 };
63 void SetPositionDepthColorVertex(PositionDepthColorVertex* vertex, float x, float y, float z,
64 const gl::Color &color);
66 size_t ComputePixelSizeBits(DXGI_FORMAT format);
67 size_t ComputeBlockSizeBits(DXGI_FORMAT format);
69 bool IsCompressed(DXGI_FORMAT format);
70 unsigned int GetTextureFormatDimensionAlignment(DXGI_FORMAT format);
72 bool IsDepthStencilFormat(DXGI_FORMAT format);
73 DXGI_FORMAT GetDepthTextureFormat(DXGI_FORMAT format);
74 DXGI_FORMAT GetDepthShaderResourceFormat(DXGI_FORMAT format);
76 HRESULT SetDebugName(ID3D11DeviceChild *resource, const char *name);
78 inline bool isDeviceLostError(HRESULT errorCode)
79 {
80 switch (errorCode)
81 {
82 case DXGI_ERROR_DEVICE_HUNG:
83 case DXGI_ERROR_DEVICE_REMOVED:
84 case DXGI_ERROR_DEVICE_RESET:
85 case DXGI_ERROR_DRIVER_INTERNAL_ERROR:
86 case DXGI_ERROR_NOT_CURRENTLY_AVAILABLE:
87 return true;
88 default:
89 return false;
90 }
91 }
93 }
95 #endif // LIBGLESV2_RENDERER_RENDERER11_UTILS_H