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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.h: A helper struct for indexing into an Image array
#ifndef LIBANGLE_IMAGE_INDEX_H_
#define LIBANGLE_IMAGE_INDEX_H_
#include "common/PackedEnums.h"
#include "common/mathutil.h"
#include "angle_gl.h"
namespace gl
{
class ImageIndexIterator;
class ImageIndex
{
public:
ImageIndex();
ImageIndex(const ImageIndex &other);
ImageIndex &operator=(const ImageIndex &other);
TextureType getType() const { return mType; }
GLint getLevelIndex() const { return mLevelIndex; }
GLint getLayerIndex() const { return mLayerIndex; }
GLint getLayerCount() const { return mLayerCount; }
bool hasLayer() const;
bool has3DLayer() const;
bool usesTex3D() const;
GLint cubeMapFaceIndex() const;
bool valid() const;
// Note that you cannot use this function when the ImageIndex represents an entire level of cube
// map.
TextureTarget getTarget() const;
TextureTarget getTargetOrFirstCubeFace() const;
bool isLayered() const;
bool isEntireLevelCubeMap() const;
static ImageIndex MakeBuffer();
static ImageIndex Make2D(GLint levelIndex);
static ImageIndex MakeRectangle(GLint levelIndex);
static ImageIndex MakeCubeMapFace(TextureTarget target, GLint levelIndex);
static ImageIndex Make2DArray(GLint levelIndex, GLint layerIndex = kEntireLevel);
static ImageIndex Make2DArrayRange(GLint levelIndex, GLint layerIndex, GLint layerCount);
static ImageIndex Make3D(GLint levelIndex, GLint layerIndex = kEntireLevel);
static ImageIndex MakeFromTarget(TextureTarget target, GLint levelIndex, GLint depth = 0);
static ImageIndex MakeFromType(TextureType type,
GLint levelIndex,
GLint layerIndex = kEntireLevel,
GLint layerCount = 1);
static ImageIndex Make2DMultisample();
static ImageIndex Make2DMultisampleArray(GLint layerIndex = kEntireLevel);
static ImageIndex Make2DMultisampleArrayRange(GLint layerIndex, GLint layerCount);
static constexpr GLint kEntireLevel = static_cast<GLint>(-1);
bool operator<(const ImageIndex &b) const;
bool operator==(const ImageIndex &b) const;
bool operator!=(const ImageIndex &b) const;
// Only valid for 3D/Cube textures with layers.
ImageIndexIterator getLayerIterator(GLint layerCount) const;
private:
friend class ImageIndexIterator;
ImageIndex(TextureType type, GLint leveIndex, GLint layerIndex, GLint layerCount);
TextureType mType;
GLint mLevelIndex;
GLint mLayerIndex;
GLint mLayerCount;
};
// To be used like this:
//
// ImageIndexIterator it = ...;
// while (it.hasNext())
// {
// ImageIndex current = it.next();
// }
class ImageIndexIterator
{
public:
ImageIndexIterator(const ImageIndexIterator &other);
static ImageIndexIterator MakeBuffer();
static ImageIndexIterator Make2D(GLint minMip, GLint maxMip);
static ImageIndexIterator MakeRectangle(GLint minMip, GLint maxMip);
static ImageIndexIterator MakeCube(GLint minMip, GLint maxMip);
static ImageIndexIterator Make3D(GLint minMip, GLint maxMip, GLint minLayer, GLint maxLayer);
static ImageIndexIterator Make2DArray(GLint minMip, GLint maxMip, const GLsizei *layerCounts);
static ImageIndexIterator Make2DMultisample();
static ImageIndexIterator Make2DMultisampleArray(const GLsizei *layerCounts);
static ImageIndexIterator MakeGeneric(TextureType type,
GLint minMip,
GLint maxMip,
GLint minLayer,
GLint maxLayer);
ImageIndex next();
ImageIndex current() const;
bool hasNext() const;
private:
ImageIndexIterator(TextureType type,
const Range<GLint> &mipRange,
const Range<GLint> &layerRange,
const GLsizei *layerCounts);
GLint maxLayer() const;
const Range<GLint> mMipRange;
const Range<GLint> mLayerRange;
const GLsizei *const mLayerCounts;
ImageIndex mCurrentIndex;
};
TextureTarget TextureTypeToTarget(TextureType type, GLint layerIndex);
} // namespace gl
#endif // LIBANGLE_IMAGE_INDEX_H_