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