#include "libANGLE/ImageIndex.h"
#include "common/utilities.h"
#include "libANGLE/Constants.h"
#include "libANGLE/angletypes.h"
#include <tuple>
namespace gl
{
namespace
{
GLint TextureTargetToLayer(TextureTarget target)
{ … }
bool IsArrayTarget(TextureTarget target)
{ … }
}
TextureTarget TextureTypeToTarget(TextureType type, GLint layerIndex)
{ … }
ImageIndex::ImageIndex()
: … { … }
ImageIndex::ImageIndex(const ImageIndex &other) = default;
ImageIndex &ImageIndex::operator=(const ImageIndex &other) = default;
bool ImageIndex::hasLayer() const
{ … }
bool ImageIndex::isLayered() const
{ … }
bool ImageIndex::has3DLayer() const
{ … }
bool ImageIndex::usesTex3D() const
{ … }
TextureTarget ImageIndex::getTarget() const
{ … }
gl::TextureTarget ImageIndex::getTargetOrFirstCubeFace() const
{ … }
GLint ImageIndex::cubeMapFaceIndex() const
{ … }
bool ImageIndex::valid() const
{ … }
bool ImageIndex::isEntireLevelCubeMap() const
{ … }
ImageIndex ImageIndex::Make2D(GLint levelIndex)
{ … }
ImageIndex ImageIndex::MakeRectangle(GLint levelIndex)
{ … }
ImageIndex ImageIndex::MakeCubeMapFace(TextureTarget target, GLint levelIndex)
{ … }
ImageIndex ImageIndex::Make2DArray(GLint levelIndex, GLint layerIndex)
{ … }
ImageIndex ImageIndex::Make2DArrayRange(GLint levelIndex, GLint layerIndex, GLint numLayers)
{ … }
ImageIndex ImageIndex::Make3D(GLint levelIndex, GLint layerIndex)
{ … }
ImageIndex ImageIndex::MakeFromTarget(TextureTarget target, GLint levelIndex, GLint depth)
{ … }
ImageIndex ImageIndex::MakeFromType(TextureType type,
GLint levelIndex,
GLint layerIndex,
GLint layerCount)
{ … }
ImageIndex ImageIndex::MakeBuffer()
{ … }
ImageIndex ImageIndex::Make2DMultisample()
{ … }
ImageIndex ImageIndex::Make2DMultisampleArray(GLint layerIndex)
{ … }
ImageIndex ImageIndex::Make2DMultisampleArrayRange(GLint layerIndex, GLint numLayers)
{ … }
bool ImageIndex::operator<(const ImageIndex &b) const
{ … }
bool ImageIndex::operator==(const ImageIndex &b) const
{ … }
bool ImageIndex::operator!=(const ImageIndex &b) const
{ … }
ImageIndex::ImageIndex(TextureType type, GLint levelIndex, GLint layerIndex, GLint layerCount)
: … { … }
ImageIndexIterator ImageIndex::getLayerIterator(GLint layerCount) const
{ … }
ImageIndexIterator::ImageIndexIterator(const ImageIndexIterator &other) = default;
ImageIndexIterator ImageIndexIterator::Make2D(GLint minMip, GLint maxMip)
{ … }
ImageIndexIterator ImageIndexIterator::MakeRectangle(GLint minMip, GLint maxMip)
{ … }
ImageIndexIterator ImageIndexIterator::MakeCube(GLint minMip, GLint maxMip)
{ … }
ImageIndexIterator ImageIndexIterator::Make3D(GLint minMip,
GLint maxMip,
GLint minLayer,
GLint maxLayer)
{ … }
ImageIndexIterator ImageIndexIterator::Make2DArray(GLint minMip,
GLint maxMip,
const GLsizei *layerCounts)
{ … }
ImageIndexIterator ImageIndexIterator::Make2DMultisample()
{ … }
ImageIndexIterator ImageIndexIterator::MakeBuffer()
{ … }
ImageIndexIterator ImageIndexIterator::Make2DMultisampleArray(const GLsizei *layerCounts)
{ … }
ImageIndexIterator ImageIndexIterator::MakeGeneric(TextureType type,
GLint minMip,
GLint maxMip,
GLint minLayer,
GLint maxLayer)
{ … }
ImageIndexIterator::ImageIndexIterator(TextureType type,
const Range<GLint> &mipRange,
const Range<GLint> &layerRange,
const GLsizei *layerCounts)
: … { … }
GLint ImageIndexIterator::maxLayer() const
{ … }
ImageIndex ImageIndexIterator::next()
{ … }
ImageIndex ImageIndexIterator::current() const
{ … }
bool ImageIndexIterator::hasNext() const
{ … }
}