Hash :
086d59ae
Author :
Date :
2016-04-29T09:06:49
In ES3, validate that depth and stencil are the same image BUG=605775 Change-Id: I9508c70a588270dae871dde79fea1df1c3fd1558 Reviewed-on: https://chromium-review.googlesource.com/341440 Reviewed-by: Geoff Lang <geofflang@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Corentin Wallez <cwallez@chromium.org>
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//
// 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;
}
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::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), NULL);
}
ImageIndexIterator ImageIndexIterator::MakeCube(GLint minMip, GLint maxMip)
{
return ImageIndexIterator(GL_TEXTURE_CUBE_MAP, Range<GLint>(minMip, maxMip), Range<GLint>(0, 6), NULL);
}
ImageIndexIterator ImageIndexIterator::Make3D(GLint minMip, GLint maxMip,
GLint minLayer, GLint maxLayer)
{
return ImageIndexIterator(GL_TEXTURE_3D, Range<GLint>(minMip, maxMip), Range<GLint>(minLayer, maxLayer), NULL);
}
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(GLenum type, const Range<GLint> &mipRange,
const Range<GLint> &layerRange, const GLsizei *layerCounts)
: mType(type),
mMipRange(mipRange),
mLayerRange(layerRange),
mLayerCounts(layerCounts),
mCurrentMip(mipRange.start),
mCurrentLayer(layerRange.start)
{}
GLint ImageIndexIterator::maxLayer() const
{
return (mLayerCounts ? static_cast<GLint>(mLayerCounts[mCurrentMip]) : mLayerRange.end);
}
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.end-1)
{
mCurrentMip++;
mCurrentLayer = mLayerRange.start;
}
}
else if (mCurrentMip < mMipRange.end-1)
{
mCurrentMip++;
mCurrentLayer = mLayerRange.start;
}
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.end || mCurrentLayer < maxLayer());
}
}