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 namespace gl
15 {
16
ImageIndex(const ImageIndex & other)17 ImageIndex::ImageIndex(const ImageIndex &other)
18 : type(other.type),
19 mipIndex(other.mipIndex),
20 layerIndex(other.layerIndex),
21 numLayers(other.numLayers)
22 {}
23
operator =(const ImageIndex & other)24 ImageIndex &ImageIndex::operator=(const ImageIndex &other)
25 {
26 type = other.type;
27 mipIndex = other.mipIndex;
28 layerIndex = other.layerIndex;
29 numLayers = other.numLayers;
30 return *this;
31 }
32
is3D() const33 bool ImageIndex::is3D() const
34 {
35 return type == GL_TEXTURE_3D || type == GL_TEXTURE_2D_ARRAY;
36 }
37
Make2D(GLint mipIndex)38 ImageIndex ImageIndex::Make2D(GLint mipIndex)
39 {
40 return ImageIndex(GL_TEXTURE_2D, mipIndex, ENTIRE_LEVEL, 1);
41 }
42
MakeRectangle(GLint mipIndex)43 ImageIndex ImageIndex::MakeRectangle(GLint mipIndex)
44 {
45 return ImageIndex(GL_TEXTURE_RECTANGLE_ANGLE, mipIndex, ENTIRE_LEVEL, 1);
46 }
47
MakeCube(GLenum target,GLint mipIndex)48 ImageIndex ImageIndex::MakeCube(GLenum target, GLint mipIndex)
49 {
50 ASSERT(gl::IsCubeMapTextureTarget(target));
51 return ImageIndex(target, mipIndex,
52 static_cast<GLint>(CubeMapTextureTargetToLayerIndex(target)), 1);
53 }
54
Make2DArray(GLint mipIndex,GLint layerIndex)55 ImageIndex ImageIndex::Make2DArray(GLint mipIndex, GLint layerIndex)
56 {
57 return ImageIndex(GL_TEXTURE_2D_ARRAY, mipIndex, layerIndex, 1);
58 }
59
Make2DArrayRange(GLint mipIndex,GLint layerIndex,GLint numLayers)60 ImageIndex ImageIndex::Make2DArrayRange(GLint mipIndex, GLint layerIndex, GLint numLayers)
61 {
62 return ImageIndex(GL_TEXTURE_2D_ARRAY, mipIndex, layerIndex, numLayers);
63 }
64
Make3D(GLint mipIndex,GLint layerIndex)65 ImageIndex ImageIndex::Make3D(GLint mipIndex, GLint layerIndex)
66 {
67 return ImageIndex(GL_TEXTURE_3D, mipIndex, layerIndex, 1);
68 }
69
MakeGeneric(GLenum target,GLint mipIndex)70 ImageIndex ImageIndex::MakeGeneric(GLenum target, GLint mipIndex)
71 {
72 GLint layerIndex = IsCubeMapTextureTarget(target)
73 ? static_cast<GLint>(CubeMapTextureTargetToLayerIndex(target))
74 : ENTIRE_LEVEL;
75 return ImageIndex(target, mipIndex, layerIndex, 1);
76 }
77
Make2DMultisample()78 ImageIndex ImageIndex::Make2DMultisample()
79 {
80 return ImageIndex(GL_TEXTURE_2D_MULTISAMPLE, 0, ENTIRE_LEVEL, 1);
81 }
82
MakeInvalid()83 ImageIndex ImageIndex::MakeInvalid()
84 {
85 return ImageIndex(GL_NONE, -1, -1, -1);
86 }
87
operator <(const ImageIndex & other) const88 bool ImageIndex::operator<(const ImageIndex &other) const
89 {
90 if (type != other.type)
91 {
92 return type < other.type;
93 }
94 else if (mipIndex != other.mipIndex)
95 {
96 return mipIndex < other.mipIndex;
97 }
98 else if (layerIndex != other.layerIndex)
99 {
100 return layerIndex < other.layerIndex;
101 }
102 else
103 {
104 return numLayers < other.numLayers;
105 }
106 }
107
operator ==(const ImageIndex & other) const108 bool ImageIndex::operator==(const ImageIndex &other) const
109 {
110 return (type == other.type) && (mipIndex == other.mipIndex) &&
111 (layerIndex == other.layerIndex) && (numLayers == other.numLayers);
112 }
113
operator !=(const ImageIndex & other) const114 bool ImageIndex::operator!=(const ImageIndex &other) const
115 {
116 return !(*this == other);
117 }
118
ImageIndex(GLenum typeIn,GLint mipIndexIn,GLint layerIndexIn,GLint numLayersIn)119 ImageIndex::ImageIndex(GLenum typeIn, GLint mipIndexIn, GLint layerIndexIn, GLint numLayersIn)
120 : type(typeIn), mipIndex(mipIndexIn), layerIndex(layerIndexIn), numLayers(numLayersIn)
121 {}
122
123 ImageIndexIterator::ImageIndexIterator(const ImageIndexIterator &other) = default;
124
Make2D(GLint minMip,GLint maxMip)125 ImageIndexIterator ImageIndexIterator::Make2D(GLint minMip, GLint maxMip)
126 {
127 return ImageIndexIterator(GL_TEXTURE_2D, Range<GLint>(minMip, maxMip),
128 Range<GLint>(ImageIndex::ENTIRE_LEVEL, ImageIndex::ENTIRE_LEVEL),
129 nullptr);
130 }
131
MakeRectangle(GLint minMip,GLint maxMip)132 ImageIndexIterator ImageIndexIterator::MakeRectangle(GLint minMip, GLint maxMip)
133 {
134 return ImageIndexIterator(GL_TEXTURE_RECTANGLE_ANGLE, Range<GLint>(minMip, maxMip),
135 Range<GLint>(ImageIndex::ENTIRE_LEVEL, ImageIndex::ENTIRE_LEVEL),
136 nullptr);
137 }
138
MakeCube(GLint minMip,GLint maxMip)139 ImageIndexIterator ImageIndexIterator::MakeCube(GLint minMip, GLint maxMip)
140 {
141 return ImageIndexIterator(GL_TEXTURE_CUBE_MAP, Range<GLint>(minMip, maxMip), Range<GLint>(0, 6),
142 nullptr);
143 }
144
Make3D(GLint minMip,GLint maxMip,GLint minLayer,GLint maxLayer)145 ImageIndexIterator ImageIndexIterator::Make3D(GLint minMip, GLint maxMip,
146 GLint minLayer, GLint maxLayer)
147 {
148 return ImageIndexIterator(GL_TEXTURE_3D, Range<GLint>(minMip, maxMip),
149 Range<GLint>(minLayer, maxLayer), nullptr);
150 }
151
Make2DArray(GLint minMip,GLint maxMip,const GLsizei * layerCounts)152 ImageIndexIterator ImageIndexIterator::Make2DArray(GLint minMip, GLint maxMip,
153 const GLsizei *layerCounts)
154 {
155 return ImageIndexIterator(GL_TEXTURE_2D_ARRAY, Range<GLint>(minMip, maxMip),
156 Range<GLint>(0, IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS), layerCounts);
157 }
158
Make2DMultisample()159 ImageIndexIterator ImageIndexIterator::Make2DMultisample()
160 {
161 return ImageIndexIterator(GL_TEXTURE_2D_MULTISAMPLE, Range<GLint>(0, 0),
162 Range<GLint>(ImageIndex::ENTIRE_LEVEL, ImageIndex::ENTIRE_LEVEL),
163 nullptr);
164 }
165
ImageIndexIterator(GLenum type,const Range<GLint> & mipRange,const Range<GLint> & layerRange,const GLsizei * layerCounts)166 ImageIndexIterator::ImageIndexIterator(GLenum type,
167 const Range<GLint> &mipRange,
168 const Range<GLint> &layerRange,
169 const GLsizei *layerCounts)
170 : mType(type),
171 mMipRange(mipRange),
172 mLayerRange(layerRange),
173 mLayerCounts(layerCounts),
174 mCurrentMip(mipRange.low()),
175 mCurrentLayer(layerRange.low())
176 {}
177
maxLayer() const178 GLint ImageIndexIterator::maxLayer() const
179 {
180 if (mLayerCounts)
181 {
182 ASSERT(mCurrentMip >= 0);
183 return (mCurrentMip < mMipRange.high()) ? mLayerCounts[mCurrentMip] : 0;
184 }
185 return mLayerRange.high();
186 }
187
next()188 ImageIndex ImageIndexIterator::next()
189 {
190 ASSERT(hasNext());
191
192 ImageIndex value = current();
193
194 // Iterate layers in the inner loop for now. We can add switchable
195 // layer or mip iteration if we need it.
196
197 if (mCurrentLayer != ImageIndex::ENTIRE_LEVEL)
198 {
199 if (mCurrentLayer < maxLayer() - 1)
200 {
201 mCurrentLayer++;
202 }
203 else if (mCurrentMip < mMipRange.high() - 1)
204 {
205 mCurrentMip++;
206 mCurrentLayer = mLayerRange.low();
207 }
208 else
209 {
210 done();
211 }
212 }
213 else if (mCurrentMip < mMipRange.high() - 1)
214 {
215 mCurrentMip++;
216 mCurrentLayer = mLayerRange.low();
217 }
218 else
219 {
220 done();
221 }
222
223 return value;
224 }
225
current() const226 ImageIndex ImageIndexIterator::current() const
227 {
228 ImageIndex value(mType, mCurrentMip, mCurrentLayer, 1);
229
230 if (mType == GL_TEXTURE_CUBE_MAP)
231 {
232 value.type = LayerIndexToCubeMapTextureTarget(mCurrentLayer);
233 }
234
235 return value;
236 }
237
hasNext() const238 bool ImageIndexIterator::hasNext() const
239 {
240 return (mCurrentMip < mMipRange.high() || mCurrentLayer < maxLayer());
241 }
242
done()243 void ImageIndexIterator::done()
244 {
245 mCurrentMip = mMipRange.high();
246 mCurrentLayer = maxLayer();
247 }
248
249 } // namespace gl
250