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

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  • Author : Jamie Madill
    Date : 2017-06-07 14:33:04
    Hash : 982f6e01
    Message : Improvements to the gl::Range class. Make this a proper class, fix the extends method (previously did not work as expected), add a contains method, and add tests. Also add an iterator helper class so we can iterate over the range with range-for loops. This also fixes the shader resource unsetting code, which was not actually unsetting all the possible applied textures. BUG=angleproject:2052 Change-Id: I2a6fa97f96ccb612ad01a5e3f24dc869c54c967b Reviewed-on: https://chromium-review.googlesource.com/527318 Reviewed-by: Corentin Wallez <cwallez@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • src/libANGLE/ImageIndex.cpp
  • #include "ImageIndex.h"
    //
    // 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 "libANGLE/Constants.h"
    #include "common/utilities.h"
    
    namespace gl
    {
    
    ImageIndex::ImageIndex(const ImageIndex &other)
        : type(other.type),
          mipIndex(other.mipIndex),
          layerIndex(other.layerIndex)
    {}
    
    ImageIndex &ImageIndex::operator=(const ImageIndex &other)
    {
        type = other.type;
        mipIndex = other.mipIndex;
        layerIndex = other.layerIndex;
        return *this;
    }
    
    bool ImageIndex::is3D() const
    {
        return type == GL_TEXTURE_3D || type == GL_TEXTURE_2D_ARRAY;
    }
    
    ImageIndex ImageIndex::Make2D(GLint mipIndex)
    {
        return ImageIndex(GL_TEXTURE_2D, mipIndex, ENTIRE_LEVEL);
    }
    
    ImageIndex ImageIndex::MakeCube(GLenum target, GLint mipIndex)
    {
        ASSERT(gl::IsCubeMapTextureTarget(target));
        return ImageIndex(target, mipIndex,
                          static_cast<GLint>(CubeMapTextureTargetToLayerIndex(target)));
    }
    
    ImageIndex ImageIndex::Make2DArray(GLint mipIndex, GLint layerIndex)
    {
        return ImageIndex(GL_TEXTURE_2D_ARRAY, mipIndex, layerIndex);
    }
    
    ImageIndex ImageIndex::Make3D(GLint mipIndex, GLint layerIndex)
    {
        return ImageIndex(GL_TEXTURE_3D, mipIndex, layerIndex);
    }
    
    ImageIndex ImageIndex::MakeGeneric(GLenum target, GLint mipIndex)
    {
        GLint layerIndex = IsCubeMapTextureTarget(target)
                               ? static_cast<GLint>(CubeMapTextureTargetToLayerIndex(target))
                               : ENTIRE_LEVEL;
        return ImageIndex(target, mipIndex, layerIndex);
    }
    
    ImageIndex ImageIndex::Make2DMultisample()
    {
        return ImageIndex(GL_TEXTURE_2D_MULTISAMPLE, 0, ENTIRE_LEVEL);
    }
    
    ImageIndex ImageIndex::MakeInvalid()
    {
        return ImageIndex(GL_NONE, -1, -1);
    }
    
    bool ImageIndex::operator<(const ImageIndex &other) const
    {
        if (type != other.type)
        {
            return type < other.type;
        }
        else if (mipIndex != other.mipIndex)
        {
            return mipIndex < other.mipIndex;
        }
        else
        {
            return layerIndex < other.layerIndex;
        }
    }
    
    bool ImageIndex::operator==(const ImageIndex &other) const
    {
        return (type == other.type) && (mipIndex == other.mipIndex) && (layerIndex == other.layerIndex);
    }
    
    bool ImageIndex::operator!=(const ImageIndex &other) const
    {
        return !(*this == other);
    }
    
    ImageIndex::ImageIndex(GLenum typeIn, GLint mipIndexIn, GLint layerIndexIn)
        : type(typeIn),
          mipIndex(mipIndexIn),
          layerIndex(layerIndexIn)
    {}
    
    ImageIndexIterator ImageIndexIterator::Make2D(GLint minMip, GLint maxMip)
    {
        return ImageIndexIterator(GL_TEXTURE_2D, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(ImageIndex::ENTIRE_LEVEL, ImageIndex::ENTIRE_LEVEL),
                                  nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::MakeCube(GLint minMip, GLint maxMip)
    {
        return ImageIndexIterator(GL_TEXTURE_CUBE_MAP, Range<GLint>(minMip, maxMip), Range<GLint>(0, 6),
                                  nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::Make3D(GLint minMip, GLint maxMip,
                                                  GLint minLayer, GLint maxLayer)
    {
        return ImageIndexIterator(GL_TEXTURE_3D, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(minLayer, maxLayer), nullptr);
    }
    
    ImageIndexIterator ImageIndexIterator::Make2DArray(GLint minMip, GLint maxMip,
                                                       const GLsizei *layerCounts)
    {
        return ImageIndexIterator(GL_TEXTURE_2D_ARRAY, Range<GLint>(minMip, maxMip),
                                  Range<GLint>(0, IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS), layerCounts);
    }
    
    ImageIndexIterator ImageIndexIterator::Make2DMultisample()
    {
        return ImageIndexIterator(GL_TEXTURE_2D_MULTISAMPLE, Range<GLint>(0, 0),
                                  Range<GLint>(ImageIndex::ENTIRE_LEVEL, ImageIndex::ENTIRE_LEVEL),
                                  nullptr);
    }
    
    ImageIndexIterator::ImageIndexIterator(GLenum type,
                                           const Range<GLint> &mipRange,
                                           const Range<GLint> &layerRange,
                                           const GLsizei *layerCounts)
        : mType(type),
          mMipRange(mipRange),
          mLayerRange(layerRange),
          mLayerCounts(layerCounts),
          mCurrentMip(mipRange.low()),
          mCurrentLayer(layerRange.low())
    {}
    
    GLint ImageIndexIterator::maxLayer() const
    {
        if (mLayerCounts)
        {
            ASSERT(mCurrentMip >= 0);
            return (mCurrentMip < mMipRange.high()) ? mLayerCounts[mCurrentMip] : 0;
        }
        return mLayerRange.high();
    }
    
    ImageIndex ImageIndexIterator::next()
    {
        ASSERT(hasNext());
    
        ImageIndex value = current();
    
        // Iterate layers in the inner loop for now. We can add switchable
        // layer or mip iteration if we need it.
    
        if (mCurrentLayer != ImageIndex::ENTIRE_LEVEL)
        {
            if (mCurrentLayer < maxLayer() - 1)
            {
                mCurrentLayer++;
            }
            else if (mCurrentMip < mMipRange.high() - 1)
            {
                mCurrentMip++;
                mCurrentLayer = mLayerRange.low();
            }
            else
            {
                done();
            }
        }
        else if (mCurrentMip < mMipRange.high() - 1)
        {
            mCurrentMip++;
            mCurrentLayer = mLayerRange.low();
        }
        else
        {
            done();
        }
    
        return value;
    }
    
    ImageIndex ImageIndexIterator::current() const
    {
        ImageIndex value(mType, mCurrentMip, mCurrentLayer);
    
        if (mType == GL_TEXTURE_CUBE_MAP)
        {
            value.type = LayerIndexToCubeMapTextureTarget(mCurrentLayer);
        }
    
        return value;
    }
    
    bool ImageIndexIterator::hasNext() const
    {
        return (mCurrentMip < mMipRange.high() || mCurrentLayer < maxLayer());
    }
    
    void ImageIndexIterator::done()
    {
        mCurrentMip   = mMipRange.high();
        mCurrentLayer = maxLayer();
    }
    
    }  // namespace gl