1 #include "ImageIndex.h"
2 //
3 // Copyright 2014 The ANGLE Project Authors. All rights reserved.
4 // Use of this source code is governed by a BSD-style license that can be
5 // found in the LICENSE file.
6 //
7
8 // ImageIndex.cpp: Implementation for ImageIndex methods.
9
10 #include "libANGLE/ImageIndex.h"
11 #include "libANGLE/Constants.h"
12 #include "common/utilities.h"
13
14 #include <tuple>
15
16 namespace gl
17 {
18
19 ImageIndex::ImageIndex(const ImageIndex &other) = default;
20 ImageIndex &ImageIndex::operator=(const ImageIndex &other) = default;
21
is3D() const22 bool ImageIndex::is3D() const
23 {
24 return type == GL_TEXTURE_3D || type == GL_TEXTURE_2D_ARRAY;
25 }
26
cubeMapFaceIndex() const27 GLint ImageIndex::cubeMapFaceIndex() const
28 {
29 ASSERT(type == GL_TEXTURE_CUBE_MAP);
30 ASSERT(target >= gl::FirstCubeMapTextureTarget && target <= gl::LastCubeMapTextureTarget);
31 return target - gl::FirstCubeMapTextureTarget;
32 }
33
valid() const34 bool ImageIndex::valid() const
35 {
36 return type != GL_NONE;
37 }
38
Make2D(GLint mipIndex)39 ImageIndex ImageIndex::Make2D(GLint mipIndex)
40 {
41 return ImageIndex(GL_TEXTURE_2D, GL_TEXTURE_2D, mipIndex, ENTIRE_LEVEL, 1);
42 }
43
MakeRectangle(GLint mipIndex)44 ImageIndex ImageIndex::MakeRectangle(GLint mipIndex)
45 {
46 return ImageIndex(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_RECTANGLE_ANGLE, mipIndex,
47 ENTIRE_LEVEL, 1);
48 }
49
MakeCube(GLenum target,GLint mipIndex)50 ImageIndex ImageIndex::MakeCube(GLenum target, GLint mipIndex)
51 {
52 ASSERT(gl::IsCubeMapTextureTarget(target));
53 return ImageIndex(GL_TEXTURE_CUBE_MAP, target, mipIndex, ENTIRE_LEVEL, 1);
54 }
55
Make2DArray(GLint mipIndex,GLint layerIndex)56 ImageIndex ImageIndex::Make2DArray(GLint mipIndex, GLint layerIndex)
57 {
58 return ImageIndex(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_ARRAY, mipIndex, layerIndex, 1);
59 }
60
Make2DArrayRange(GLint mipIndex,GLint layerIndex,GLint numLayers)61 ImageIndex ImageIndex::Make2DArrayRange(GLint mipIndex, GLint layerIndex, GLint numLayers)
62 {
63 return ImageIndex(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_ARRAY, mipIndex, layerIndex, numLayers);
64 }
65
Make3D(GLint mipIndex,GLint layerIndex)66 ImageIndex ImageIndex::Make3D(GLint mipIndex, GLint layerIndex)
67 {
68 return ImageIndex(GL_TEXTURE_3D, GL_TEXTURE_3D, mipIndex, layerIndex, 1);
69 }
70
MakeGeneric(GLenum target,GLint mipIndex)71 ImageIndex ImageIndex::MakeGeneric(GLenum target, GLint mipIndex)
72 {
73 GLenum textureType = IsCubeMapTextureTarget(target) ? GL_TEXTURE_CUBE_MAP : target;
74 return ImageIndex(textureType, target, mipIndex, ENTIRE_LEVEL, 1);
75 }
76
Make2DMultisample()77 ImageIndex ImageIndex::Make2DMultisample()
78 {
79 return ImageIndex(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE, 0, ENTIRE_LEVEL, 1);
80 }
81
MakeInvalid()82 ImageIndex ImageIndex::MakeInvalid()
83 {
84 return ImageIndex(GL_NONE, GL_NONE, -1, -1, -1);
85 }
86
operator <(const ImageIndex & a,const ImageIndex & b)87 bool operator<(const ImageIndex &a, const ImageIndex &b)
88 {
89 return std::tie(a.type, a.target, a.mipIndex, a.layerIndex, a.numLayers) <
90 std::tie(b.type, b.target, b.mipIndex, b.layerIndex, b.numLayers);
91 }
92
operator ==(const ImageIndex & a,const ImageIndex & b)93 bool operator==(const ImageIndex &a, const ImageIndex &b)
94 {
95 return std::tie(a.type, a.target, a.mipIndex, a.layerIndex, a.numLayers) ==
96 std::tie(b.type, b.target, b.mipIndex, b.layerIndex, b.numLayers);
97 }
98
operator !=(const ImageIndex & a,const ImageIndex & b)99 bool operator!=(const ImageIndex &a, const ImageIndex &b)
100 {
101 return !(a == b);
102 }
103
ImageIndex(GLenum typeIn,GLenum targetIn,GLint mipIndexIn,GLint layerIndexIn,GLint numLayersIn)104 ImageIndex::ImageIndex(GLenum typeIn,
105 GLenum targetIn,
106 GLint mipIndexIn,
107 GLint layerIndexIn,
108 GLint numLayersIn)
109 : type(typeIn),
110 target(targetIn),
111 mipIndex(mipIndexIn),
112 layerIndex(layerIndexIn),
113 numLayers(numLayersIn)
114 {}
115
116 ImageIndexIterator::ImageIndexIterator(const ImageIndexIterator &other) = default;
117
Make2D(GLint minMip,GLint maxMip)118 ImageIndexIterator ImageIndexIterator::Make2D(GLint minMip, GLint maxMip)
119 {
120 return ImageIndexIterator(
121 GL_TEXTURE_2D, Range<GLenum>(GL_TEXTURE_2D, GL_TEXTURE_2D), Range<GLint>(minMip, maxMip),
122 Range<GLint>(ImageIndex::ENTIRE_LEVEL, ImageIndex::ENTIRE_LEVEL), nullptr);
123 }
124
MakeRectangle(GLint minMip,GLint maxMip)125 ImageIndexIterator ImageIndexIterator::MakeRectangle(GLint minMip, GLint maxMip)
126 {
127 return ImageIndexIterator(GL_TEXTURE_RECTANGLE_ANGLE,
128 Range<GLenum>(GL_TEXTURE_RECTANGLE_ANGLE, GL_TEXTURE_RECTANGLE_ANGLE),
129 Range<GLint>(minMip, maxMip),
130 Range<GLint>(ImageIndex::ENTIRE_LEVEL, ImageIndex::ENTIRE_LEVEL),
131 nullptr);
132 }
133
MakeCube(GLint minMip,GLint maxMip)134 ImageIndexIterator ImageIndexIterator::MakeCube(GLint minMip, GLint maxMip)
135 {
136 return ImageIndexIterator(
137 GL_TEXTURE_CUBE_MAP,
138 Range<GLenum>(gl::FirstCubeMapTextureTarget, gl::LastCubeMapTextureTarget),
139 Range<GLint>(minMip, maxMip),
140 Range<GLint>(ImageIndex::ENTIRE_LEVEL, ImageIndex::ENTIRE_LEVEL), nullptr);
141 }
142
Make3D(GLint minMip,GLint maxMip,GLint minLayer,GLint maxLayer)143 ImageIndexIterator ImageIndexIterator::Make3D(GLint minMip, GLint maxMip,
144 GLint minLayer, GLint maxLayer)
145 {
146 return ImageIndexIterator(GL_TEXTURE_3D, Range<GLenum>(GL_TEXTURE_3D, GL_TEXTURE_3D),
147 Range<GLint>(minMip, maxMip), Range<GLint>(minLayer, maxLayer),
148 nullptr);
149 }
150
Make2DArray(GLint minMip,GLint maxMip,const GLsizei * layerCounts)151 ImageIndexIterator ImageIndexIterator::Make2DArray(GLint minMip, GLint maxMip,
152 const GLsizei *layerCounts)
153 {
154 return ImageIndexIterator(
155 GL_TEXTURE_2D_ARRAY, Range<GLenum>(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_2D_ARRAY),
156 Range<GLint>(minMip, maxMip), Range<GLint>(0, IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS),
157 layerCounts);
158 }
159
Make2DMultisample()160 ImageIndexIterator ImageIndexIterator::Make2DMultisample()
161 {
162 return ImageIndexIterator(
163 GL_TEXTURE_2D_MULTISAMPLE,
164 Range<GLenum>(GL_TEXTURE_2D_MULTISAMPLE, GL_TEXTURE_2D_MULTISAMPLE), Range<GLint>(0, 0),
165 Range<GLint>(ImageIndex::ENTIRE_LEVEL, ImageIndex::ENTIRE_LEVEL), nullptr);
166 }
167
ImageIndexIterator(GLenum type,const Range<GLenum> & targetRange,const Range<GLint> & mipRange,const Range<GLint> & layerRange,const GLsizei * layerCounts)168 ImageIndexIterator::ImageIndexIterator(GLenum type,
169 const Range<GLenum> &targetRange,
170 const Range<GLint> &mipRange,
171 const Range<GLint> &layerRange,
172 const GLsizei *layerCounts)
173 : mTargetRange(targetRange),
174 mMipRange(mipRange),
175 mLayerRange(layerRange),
176 mLayerCounts(layerCounts),
177 mCurrentIndex(type, targetRange.low(), mipRange.low(), layerRange.low(), 1)
178 {}
179
maxLayer() const180 GLint ImageIndexIterator::maxLayer() const
181 {
182 if (mLayerCounts)
183 {
184 ASSERT(mCurrentIndex.hasLayer());
185 return (mCurrentIndex.mipIndex < mMipRange.high()) ? mLayerCounts[mCurrentIndex.mipIndex]
186 : 0;
187 }
188 return mLayerRange.high();
189 }
190
next()191 ImageIndex ImageIndexIterator::next()
192 {
193 ASSERT(hasNext());
194
195 // Make a copy of the current index to return
196 ImageIndex previousIndex = mCurrentIndex;
197
198 // Iterate layers in the inner loop for now. We can add switchable
199 // layer or mip iteration if we need it.
200
201 if (mCurrentIndex.target < mTargetRange.high())
202 {
203 mCurrentIndex.target++;
204 }
205 else if (mCurrentIndex.hasLayer() && mCurrentIndex.layerIndex < maxLayer() - 1)
206 {
207 mCurrentIndex.target = mTargetRange.low();
208 mCurrentIndex.layerIndex++;
209 }
210 else if (mCurrentIndex.mipIndex < mMipRange.high() - 1)
211 {
212 mCurrentIndex.target = mTargetRange.low();
213 mCurrentIndex.layerIndex = mLayerRange.low();
214 mCurrentIndex.mipIndex++;
215 }
216 else
217 {
218 mCurrentIndex = ImageIndex::MakeInvalid();
219 }
220
221 return previousIndex;
222 }
223
current() const224 ImageIndex ImageIndexIterator::current() const
225 {
226 return mCurrentIndex;
227 }
228
hasNext() const229 bool ImageIndexIterator::hasNext() const
230 {
231 return mCurrentIndex.valid();
232 }
233
234 } // namespace gl
235