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