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kc3-lang/angle/src/libGLESv2/ImageIndex.cpp

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  • Author : Jamie Madill
    Date : 2014-10-06 16:31:21
    Hash : 6b51c1a0
    Message : Use ImageIndex in copyToStorage. Also change the image association methods in TexStorage to use ImageIndex, for consistency and compatibility. BUG=angle:729 Change-Id: I05afa803735c9b93ae7d623fee5e6899c9ccec28 Reviewed-on: https://chromium-review.googlesource.com/221722 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Jamie Madill <jmadill@chromium.org>

  • src/libGLESv2/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 "libGLESv2/ImageIndex.h"
    #include "libGLESv2/Texture.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, TextureCubeMap::targetToLayerIndex(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::MakeInvalid()
    {
        return ImageIndex(GL_NONE, -1, -1);
    }
    
    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, rx::Range<GLint>(minMip, maxMip),
                                  rx::Range<GLint>(ImageIndex::ENTIRE_LEVEL, ImageIndex::ENTIRE_LEVEL), NULL);
    }
    
    ImageIndexIterator ImageIndexIterator::MakeCube(GLint minMip, GLint maxMip)
    {
        return ImageIndexIterator(GL_TEXTURE_CUBE_MAP, rx::Range<GLint>(minMip, maxMip), rx::Range<GLint>(0, 6), NULL);
    }
    
    ImageIndexIterator ImageIndexIterator::Make3D(GLint minMip, GLint maxMip,
                                                  GLint minLayer, GLint maxLayer)
    {
        return ImageIndexIterator(GL_TEXTURE_3D, rx::Range<GLint>(minMip, maxMip), rx::Range<GLint>(minLayer, maxLayer), NULL);
    }
    
    ImageIndexIterator ImageIndexIterator::Make2DArray(GLint minMip, GLint maxMip,
                                                       const GLsizei *layerCounts)
    {
        return ImageIndexIterator(GL_TEXTURE_2D_ARRAY, rx::Range<GLint>(minMip, maxMip),
                                  rx::Range<GLint>(0, IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS), layerCounts);
    }
    
    ImageIndexIterator::ImageIndexIterator(GLenum type, const rx::Range<GLint> &mipRange,
                                           const rx::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 = TextureCubeMap::layerIndexToTarget(mCurrentLayer);
        }
    
        return value;
    }
    
    bool ImageIndexIterator::hasNext() const
    {
        return (mCurrentMip < mMipRange.end || mCurrentLayer < maxLayer());
    }
    
    }