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

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  • Author : Jonah Ryan-Davis
    Date : 2020-05-25 15:48:06
    Hash : 7fde3673
    Message : GL: Support GL_OES_texture_cube_map_array in frontend/GL backend GL_OES_texture_cube_map_array is core in 3.2. This CL adds the necessary validation for the frontend, as well as support for this extension on the GL backend. The next step is to add the changes to the translator. Bug: angleproject:3584 Change-Id: I751a9c9f71a553b05fdf6673250290806d8cfbff Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2215306 Commit-Queue: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Jamie Madill <jmadill@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::VideoImage:
                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;
            case TextureTarget::CubeMapArray:
                return ImageIndex::kEntireLevel;
            default:
                UNREACHABLE();
                return 0;
        }
    }
    
    bool IsArrayTarget(TextureTarget target)
    {
        switch (target)
        {
            case TextureTarget::_2DArray:
            case TextureTarget::_2DMultisampleArray:
                return true;
            default:
                return false;
        }
    }
    }  // anonymous namespace
    
    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);
        }
    }
    
    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:
            case TextureType::CubeMapArray:
                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 || mType == TextureType::CubeMapArray;
    }
    
    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