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kc3-lang/angle/src/libANGLE/ImageIndex.cpp

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  • Author : Geoff Lang
    Date : 2019-08-05 17:02:43
    Hash : b3eeb2a4
    Message : Emulate RGB textures using BGRX IOSurfaces. When the user requests an IOSurface Pbuffer with an RGB format, emulate the missing alpha channel by clearing it to 1.0 and masking reads and writes in shaders. BUG=angleproject:3766 Change-Id: I58c992bf641d9ece0f923603f32640615150e4f3 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1737437 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Kenneth Russell <kbr@chromium.org>

  • src/libANGLE/ImageIndex.cpp
  • //
    // Copyright 2014 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.
    //
    
    // ImageIndex.cpp: Implementation for ImageIndex methods.
    
    #include "libANGLE/ImageIndex.h"
    
    #include "common/utilities.h"
    #include "libANGLE/Constants.h"
    #include "libANGLE/angletypes.h"
    
    #include <tuple>
    
    namespace gl
    {
    namespace
    {
    GLint TextureTargetToLayer(TextureTarget target)
    {
        switch (target)
        {
            case TextureTarget::CubeMapPositiveX:
                return 0;
            case TextureTarget::CubeMapNegativeX:
                return 1;
            case TextureTarget::CubeMapPositiveY:
                return 2;
            case TextureTarget::CubeMapNegativeY:
                return 3;
            case TextureTarget::CubeMapPositiveZ:
                return 4;
            case TextureTarget::CubeMapNegativeZ:
                return 5;
            case TextureTarget::External:
                return ImageIndex::kEntireLevel;
            case TextureTarget::Rectangle:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_2D:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_2DArray:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_2DMultisample:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_2DMultisampleArray:
                return ImageIndex::kEntireLevel;
            case TextureTarget::_3D:
                return ImageIndex::kEntireLevel;
            default:
                UNREACHABLE();
                return 0;
        }
    }
    
    TextureTarget TextureTypeToTarget(TextureType type, GLint layerIndex)
    {
        if (type == TextureType::CubeMap)
        {
            // As GL_TEXTURE_CUBE_MAP cannot be a texture target in texImage*D APIs, so we don't allow
            // an entire cube map to have a texture target.
            ASSERT(layerIndex != ImageIndex::kEntireLevel);
            return CubeFaceIndexToTextureTarget(layerIndex);
        }
        else
        {
            return NonCubeTextureTypeToTarget(type);
        }
    }
    
    bool IsArrayTarget(TextureTarget target)
    {
        switch (target)
        {
            case TextureTarget::_2DArray:
            case TextureTarget::_2DMultisampleArray:
                return true;
            default:
                return false;
        }
    }
    }  // anonymous namespace
    
    ImageIndex::ImageIndex()
        : mType(TextureType::InvalidEnum), mLevelIndex(0), mLayerIndex(0), mLayerCount(kEntireLevel)
    {}
    
    ImageIndex::ImageIndex(const ImageIndex &other) = default;
    
    ImageIndex &ImageIndex::operator=(const ImageIndex &other) = default;
    
    bool ImageIndex::hasLayer() const
    {
        return mLayerIndex != kEntireLevel;
    }
    
    bool ImageIndex::isLayered() const
    {
        switch (mType)
        {
            case TextureType::_2DArray:
            case TextureType::_2DMultisampleArray:
            case TextureType::CubeMap:
            case TextureType::_3D:
                return mLayerIndex == kEntireLevel;
            default:
                return false;
        }
    }
    
    bool ImageIndex::has3DLayer() const
    {
        // It's quicker to check != CubeMap than calling usesTex3D, which checks multiple types. This
        // ASSERT validates the check gives the same result.
        ASSERT(!hasLayer() || ((mType != TextureType::CubeMap) == usesTex3D()));
        return (hasLayer() && mType != TextureType::CubeMap);
    }
    
    bool ImageIndex::usesTex3D() const
    {
        return mType == TextureType::_3D || mType == TextureType::_2DArray ||
               mType == TextureType::_2DMultisampleArray;
    }
    
    TextureTarget ImageIndex::getTarget() const
    {
        return TextureTypeToTarget(mType, mLayerIndex);
    }
    
    gl::TextureTarget ImageIndex::getTargetOrFirstCubeFace() const
    {
        if (isEntireLevelCubeMap())
        {
            return gl::kCubeMapTextureTargetMin;
        }
        else
        {
            return getTarget();
        }
    }
    
    GLint ImageIndex::cubeMapFaceIndex() const
    {
        ASSERT(mType == TextureType::CubeMap);
        ASSERT(mLayerIndex == kEntireLevel || mLayerIndex < static_cast<GLint>(kCubeFaceCount));
        return mLayerIndex;
    }
    
    bool ImageIndex::valid() const
    {
        return mType != TextureType::InvalidEnum;
    }
    
    bool ImageIndex::isEntireLevelCubeMap() const
    {
        return mType == TextureType::CubeMap && mLayerIndex == ImageIndex::kEntireLevel;
    }
    
    ImageIndex ImageIndex::Make2D(GLint levelIndex)
    {
        return ImageIndex(TextureType::_2D, levelIndex, kEntireLevel, 1);
    }
    
    ImageIndex ImageIndex::MakeRectangle(GLint levelIndex)
    {
        return ImageIndex(TextureType::Rectangle, levelIndex, kEntireLevel, 1);
    }
    
    ImageIndex ImageIndex::MakeCubeMapFace(TextureTarget target, GLint levelIndex)
    {
        ASSERT(IsCubeMapFaceTarget(target));
        return ImageIndex(TextureType::CubeMap, levelIndex, TextureTargetToLayer(target), 1);
    }
    
    ImageIndex ImageIndex::Make2DArray(GLint levelIndex, GLint layerIndex)
    {
        return ImageIndex(TextureType::_2DArray, levelIndex, layerIndex, 1);
    }
    
    ImageIndex ImageIndex::Make2DArrayRange(GLint levelIndex, GLint layerIndex, GLint numLayers)
    {
        return ImageIndex(TextureType::_2DArray, levelIndex, layerIndex, numLayers);
    }
    
    ImageIndex ImageIndex::Make3D(GLint levelIndex, GLint layerIndex)
    {
        return ImageIndex(TextureType::_3D, levelIndex, layerIndex, 1);
    }
    
    ImageIndex ImageIndex::MakeFromTarget(TextureTarget target, GLint levelIndex, GLint depth)
    {
        return ImageIndex(TextureTargetToType(target), levelIndex, TextureTargetToLayer(target),
                          IsArrayTarget(target) ? depth : 1);
    }
    
    ImageIndex ImageIndex::MakeFromType(TextureType type,
                                        GLint levelIndex,
                                        GLint layerIndex,
                                        GLint layerCount)
    {
        GLint overrideLayerCount =
            (type == TextureType::CubeMap && layerIndex == kEntireLevel ? kCubeFaceCount : layerCount);
        return ImageIndex(type, levelIndex, layerIndex, overrideLayerCount);
    }
    
    ImageIndex ImageIndex::Make2DMultisample()
    {
        return ImageIndex(TextureType::_2DMultisample, 0, kEntireLevel, 1);
    }
    
    ImageIndex ImageIndex::Make2DMultisampleArray(GLint layerIndex)
    {
        return ImageIndex(TextureType::_2DMultisampleArray, 0, layerIndex, 1);
    }
    
    ImageIndex ImageIndex::Make2DMultisampleArrayRange(GLint layerIndex, GLint numLayers)
    {
        return ImageIndex(TextureType::_2DMultisampleArray, 0, layerIndex, numLayers);
    }
    
    bool ImageIndex::operator<(const ImageIndex &b) const
    {
        return std::tie(mType, mLevelIndex, mLayerIndex, mLayerCount) <
               std::tie(b.mType, b.mLevelIndex, b.mLayerIndex, b.mLayerCount);
    }
    
    bool ImageIndex::operator==(const ImageIndex &b) const
    {
        return std::tie(mType, mLevelIndex, mLayerIndex, mLayerCount) ==
               std::tie(b.mType, b.mLevelIndex, b.mLayerIndex, b.mLayerCount);
    }
    
    bool ImageIndex::operator!=(const ImageIndex &b) const
    {
        return !(*this == b);
    }
    
    ImageIndex::ImageIndex(TextureType type, GLint levelIndex, GLint layerIndex, GLint layerCount)
        : mType(type), mLevelIndex(levelIndex), mLayerIndex(layerIndex), mLayerCount(layerCount)
    {}
    
    ImageIndexIterator ImageIndex::getLayerIterator(GLint layerCount) const
    {
        ASSERT(mType != TextureType::_2D && !hasLayer());
        return ImageIndexIterator::MakeGeneric(mType, mLevelIndex, mLevelIndex + 1, 0, layerCount);
    }
    
    ImageIndexIterator::ImageIndexIterator(const ImageIndexIterator &other) = default;
    
    ImageIndexIterator ImageIndexIterator::Make2D(GLint minMip, GLint maxMip)
    {
        return ImageIndexIterator(TextureType::_2D, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(ImageIndex::kEntireLevel, ImageIndex::kEntireLevel),
                                  nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::MakeRectangle(GLint minMip, GLint maxMip)
    {
        return ImageIndexIterator(TextureType::Rectangle, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(ImageIndex::kEntireLevel, ImageIndex::kEntireLevel),
                                  nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::MakeCube(GLint minMip, GLint maxMip)
    {
        return ImageIndexIterator(TextureType::CubeMap, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(0, 6), nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::Make3D(GLint minMip,
                                                  GLint maxMip,
                                                  GLint minLayer,
                                                  GLint maxLayer)
    {
        return ImageIndexIterator(TextureType::_3D, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(minLayer, maxLayer), nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::Make2DArray(GLint minMip,
                                                       GLint maxMip,
                                                       const GLsizei *layerCounts)
    {
        return ImageIndexIterator(TextureType::_2DArray, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(0, IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS),
                                  layerCounts);
    }
    
    ImageIndexIterator ImageIndexIterator::Make2DMultisample()
    {
        return ImageIndexIterator(TextureType::_2DMultisample, Range<GLint>(0, 1),
                                  Range<GLint>(ImageIndex::kEntireLevel, ImageIndex::kEntireLevel),
                                  nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::Make2DMultisampleArray(const GLsizei *layerCounts)
    {
        return ImageIndexIterator(TextureType::_2DMultisampleArray, Range<GLint>(0, 1),
                                  Range<GLint>(0, IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS),
                                  layerCounts);
    }
    
    ImageIndexIterator ImageIndexIterator::MakeGeneric(TextureType type,
                                                       GLint minMip,
                                                       GLint maxMip,
                                                       GLint minLayer,
                                                       GLint maxLayer)
    {
        if (type == TextureType::CubeMap)
        {
            return MakeCube(minMip, maxMip);
        }
    
        return ImageIndexIterator(type, Range<GLint>(minMip, maxMip), Range<GLint>(minLayer, maxLayer),
                                  nullptr);
    }
    
    ImageIndexIterator::ImageIndexIterator(TextureType type,
                                           const Range<GLint> &mipRange,
                                           const Range<GLint> &layerRange,
                                           const GLsizei *layerCounts)
        : mMipRange(mipRange),
          mLayerRange(layerRange),
          mLayerCounts(layerCounts),
          mCurrentIndex(type, mipRange.low(), layerRange.low(), 1)
    {}
    
    GLint ImageIndexIterator::maxLayer() const
    {
        if (mLayerCounts)
        {
            ASSERT(mCurrentIndex.hasLayer());
            return (mCurrentIndex.getLevelIndex() < mMipRange.high())
                       ? mLayerCounts[mCurrentIndex.getLevelIndex()]
                       : 0;
        }
        return mLayerRange.high();
    }
    
    ImageIndex ImageIndexIterator::next()
    {
        ASSERT(hasNext());
    
        // Make a copy of the current index to return
        ImageIndex previousIndex = mCurrentIndex;
    
        // Iterate layers in the inner loop for now. We can add switchable
        // layer or mip iteration if we need it.
    
        if (mCurrentIndex.hasLayer() && mCurrentIndex.getLayerIndex() < maxLayer() - 1)
        {
            mCurrentIndex.mLayerIndex++;
        }
        else if (mCurrentIndex.mLevelIndex < mMipRange.high() - 1)
        {
            mCurrentIndex.mLayerIndex = mLayerRange.low();
            mCurrentIndex.mLevelIndex++;
        }
        else
        {
            mCurrentIndex = ImageIndex();
        }
    
        return previousIndex;
    }
    
    ImageIndex ImageIndexIterator::current() const
    {
        return mCurrentIndex;
    }
    
    bool ImageIndexIterator::hasNext() const
    {
        return mCurrentIndex.valid();
    }
    
    }  // namespace gl