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diff --git a/gfx/angle/checkout/src/libANGLE/ImageIndex.h b/gfx/angle/checkout/src/libANGLE/ImageIndex.h
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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_