/* $Id: utils.c $ */
/** @file
 * DevVMWare/Shaderlib - Utility/Stub Functions & Data.
 */

/*
 * Copyright (C) 2013-2014 Oracle Corporation
 *
 * This file is part of VirtualBox Open Source Edition (OSE), as
 * available from http://www.virtualbox.org. This file is free software;
 * you can redistribute it and/or modify it under the terms of the GNU
 * General Public License (GPL) as published by the Free Software
 * Foundation, in version 2 as it comes in the "COPYING" file of the
 * VirtualBox OSE distribution. VirtualBox OSE is distributed in the
 * hope that it will be useful, but WITHOUT ANY WARRANTY of any kind.
 */

#include <iprt/err.h>
#include <iprt/mem.h>
#include <iprt/assert.h>
#include <windows.h>
#include "wined3d_private.h"



void *wined3d_rb_alloc(size_t size)
{
    return RTMemAlloc(size);
}

void *wined3d_rb_realloc(void *ptr, size_t size)
{
    return RTMemRealloc(ptr, size);
}

void wined3d_rb_free(void *ptr)
{
    RTMemFree(ptr);
}

/* This small helper function is used to convert a bitmask into the number of masked bits */
unsigned int count_bits(unsigned int mask)
{
    unsigned int count;
    for (count = 0; mask; ++count)
    {
        mask &= mask - 1;
    }
    return count;
}

UINT wined3d_log2i(UINT32 x)
{
    static const UINT l[] =
    {
        ~0U, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
          4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
          5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
          5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
          6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
          6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
          6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
          6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
          7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
          7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
          7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
          7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
          7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
          7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
          7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
          7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
    };
    UINT32 i;

    return (i = x >> 16) ? (x = i >> 8) ? l[x] + 24 : l[i] + 16 : (i = x >> 8) ? l[i] + 8 : l[x];
}

/* Set the shader type for this device, depending on the given capabilities
 * and the user preferences in wined3d_settings. */
void select_shader_mode(const struct wined3d_gl_info *gl_info, int *ps_selected, int *vs_selected)
{
    *vs_selected = SHADER_GLSL;
    *ps_selected = SHADER_GLSL;
}

const char *debug_glerror(GLenum error) {
    switch(error) {
#define GLERROR_TO_STR(u) case u: return #u
        GLERROR_TO_STR(GL_NO_ERROR);
        GLERROR_TO_STR(GL_INVALID_ENUM);
        GLERROR_TO_STR(GL_INVALID_VALUE);
        GLERROR_TO_STR(GL_INVALID_OPERATION);
        GLERROR_TO_STR(GL_STACK_OVERFLOW);
        GLERROR_TO_STR(GL_STACK_UNDERFLOW);
        GLERROR_TO_STR(GL_OUT_OF_MEMORY);
        GLERROR_TO_STR(GL_INVALID_FRAMEBUFFER_OPERATION);
#undef GLERROR_TO_STR
        default:
            return "unrecognized";
    }
}

void dump_color_fixup_desc(struct color_fixup_desc fixup)
{
}

void context_release(struct wined3d_context *context)
{
}

static void CDECL wined3d_do_nothing(void)
{
}

void (* CDECL wine_tsx11_lock_ptr)(void)   = wined3d_do_nothing;
void (* CDECL wine_tsx11_unlock_ptr)(void) = wined3d_do_nothing;

LPVOID      WINAPI VBoxHeapAlloc(HANDLE hHeap, DWORD heaptype,SIZE_T size)
{
    return RTMemAllocZ(size);
}

BOOL        WINAPI VBoxHeapFree(HANDLE hHeap, DWORD heaptype,LPVOID ptr)
{
    RTMemFree(ptr);
    return TRUE;
}

LPVOID      WINAPI VBoxHeapReAlloc(HANDLE hHeap,DWORD heaptype,LPVOID ptr ,SIZE_T size)
{
    return RTMemRealloc(ptr, size);
}

void VBoxDebugBreak()
{
    AssertFailed();
}

