Commit 2db197cd by Jamie Madill

Use a consistent naming scheme for the cube map face index variables in Texture.cpp.

TRAC #23961 Signed-off-by: Shannon Woods Signed-off-by: Geoff Lang
parent d4589c97
......@@ -235,7 +235,7 @@ class TextureCubeMap : public Texture
void setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void setCompressedImage(GLenum face, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
void setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels);
void subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels);
......@@ -249,9 +249,9 @@ class TextureCubeMap : public Texture
virtual void generateMipmaps();
Renderbuffer *getRenderbuffer(GLenum target, GLint level);
unsigned int getRenderTargetSerial(GLenum faceTarget, GLint level);
unsigned int getRenderTargetSerial(GLenum target, GLint level);
static unsigned int faceIndex(GLenum face);
static int targetToIndex(GLenum target);
protected:
friend class RenderbufferTextureCubeMap;
......@@ -269,8 +269,8 @@ class TextureCubeMap : public Texture
virtual const rx::Image *getBaseLevelImage() const;
bool isMipmapCubeComplete() const;
bool isFaceLevelComplete(int face, int level) const;
void updateTextureFaceLevel(int face, int level);
bool isFaceLevelComplete(int faceIndex, int level) const;
void updateTextureFaceLevel(int faceIndex, int level);
void setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels);
void commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height);
......
......@@ -118,14 +118,14 @@ RenderTarget *TextureStorageInterfaceCube::getRenderTarget(GLenum faceTarget, GL
return mInstance->getRenderTargetFace(faceTarget, level);
}
void TextureStorageInterfaceCube::generateMipmap(int face, int level)
void TextureStorageInterfaceCube::generateMipmap(int faceIndex, int level)
{
mInstance->generateMipmap(face, level);
mInstance->generateMipmap(faceIndex, level);
}
unsigned int TextureStorageInterfaceCube::getRenderTargetSerial(GLenum target, GLint level) const
{
return mFirstRenderTargetSerial + (level * 6) + gl::TextureCubeMap::faceIndex(target);
return mFirstRenderTargetSerial + (level * 6) + gl::TextureCubeMap::targetToIndex(target);
}
TextureStorageInterface3D::TextureStorageInterface3D(Renderer *renderer, int levels, GLenum internalformat, bool renderTarget,
......
......@@ -92,7 +92,7 @@ class TextureStorageInterfaceCube : public TextureStorageInterface
TextureStorageInterfaceCube(Renderer *renderer, int levels, GLenum internalformat, bool renderTarget, int size);
virtual ~TextureStorageInterfaceCube();
void generateMipmap(int face, int level);
void generateMipmap(int faceIndex, int level);
RenderTarget *getRenderTarget(GLenum faceTarget, GLint level) const;
virtual unsigned int getRenderTargetSerial(GLenum target, GLint level) const;
......
......@@ -515,10 +515,10 @@ ID3D11Resource *TextureStorage11_Cube::getBaseTexture() const
RenderTarget *TextureStorage11_Cube::getRenderTargetFace(GLenum faceTarget, int level)
{
unsigned int faceIdx = gl::TextureCubeMap::faceIndex(faceTarget);
if (level >= 0 && level < static_cast<int>(mMipLevels))
{
if (!mRenderTarget[faceIdx][level])
int faceIndex = gl::TextureCubeMap::targetToIndex(faceTarget);
if (!mRenderTarget[faceIndex][level])
{
ID3D11Device *device = mRenderer->getDevice();
HRESULT result;
......@@ -528,7 +528,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTargetFace(GLenum faceTarget, int
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY; // Will be used with Texture2D sampler, not TextureCube
srvDesc.Texture2DArray.MostDetailedMip = level;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = faceIdx;
srvDesc.Texture2DArray.FirstArraySlice = faceIndex;
srvDesc.Texture2DArray.ArraySize = 1;
ID3D11ShaderResourceView *srv;
......@@ -546,7 +546,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTargetFace(GLenum faceTarget, int
rtvDesc.Format = mRenderTargetFormat;
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = level;
rtvDesc.Texture2DArray.FirstArraySlice = faceIdx;
rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
rtvDesc.Texture2DArray.ArraySize = 1;
ID3D11RenderTargetView *rtv;
......@@ -563,7 +563,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTargetFace(GLenum faceTarget, int
// also needs to keep a reference to the texture.
mTexture->AddRef();
mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
mRenderTarget[faceIndex][level] = new RenderTarget11(mRenderer, rtv, mTexture, srv,
std::max(mTextureWidth >> level, 1U),
std::max(mTextureHeight >> level, 1U),
1);
......@@ -575,7 +575,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTargetFace(GLenum faceTarget, int
dsvDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
dsvDesc.Flags = 0;
dsvDesc.Texture2DArray.MipSlice = level;
dsvDesc.Texture2DArray.FirstArraySlice = faceIdx;
dsvDesc.Texture2DArray.FirstArraySlice = faceIndex;
dsvDesc.Texture2DArray.ArraySize = 1;
ID3D11DepthStencilView *dsv;
......@@ -592,7 +592,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTargetFace(GLenum faceTarget, int
// also needs to keep a reference to the texture.
mTexture->AddRef();
mRenderTarget[faceIdx][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
mRenderTarget[faceIndex][level] = new RenderTarget11(mRenderer, dsv, mTexture, srv,
std::max(mTextureWidth >> level, 1U),
std::max(mTextureHeight >> level, 1U),
1);
......@@ -603,7 +603,7 @@ RenderTarget *TextureStorage11_Cube::getRenderTargetFace(GLenum faceTarget, int
}
}
return mRenderTarget[faceIdx][level];
return mRenderTarget[faceIndex][level];
}
else
{
......@@ -635,10 +635,10 @@ ID3D11ShaderResourceView *TextureStorage11_Cube::getSRV()
return mSRV;
}
void TextureStorage11_Cube::generateMipmap(int face, int level)
void TextureStorage11_Cube::generateMipmap(int faceIndex, int level)
{
RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTargetFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1));
RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTargetFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level));
RenderTarget11 *source = RenderTarget11::makeRenderTarget11(getRenderTargetFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level - 1));
RenderTarget11 *dest = RenderTarget11::makeRenderTarget11(getRenderTargetFace(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level));
generateMipmapLayer(source, dest);
}
......
......@@ -109,7 +109,7 @@ class TextureStorage11_Cube : public TextureStorage11
virtual ID3D11ShaderResourceView *getSRV();
virtual RenderTarget *getRenderTargetFace(GLenum faceTarget, int level);
virtual void generateMipmap(int face, int level);
virtual void generateMipmap(int faceIndex, int level);
private:
DISALLOW_COPY_AND_ASSIGN(TextureStorage11_Cube);
......
......@@ -261,13 +261,13 @@ IDirect3DSurface9 *TextureStorage9_Cube::getCubeMapSurface(GLenum faceTarget, in
RenderTarget *TextureStorage9_Cube::getRenderTargetFace(GLenum faceTarget, int level)
{
return mRenderTarget[gl::TextureCubeMap::faceIndex(faceTarget)];
return mRenderTarget[gl::TextureCubeMap::targetToIndex(faceTarget)];
}
void TextureStorage9_Cube::generateMipmap(int face, int level)
void TextureStorage9_Cube::generateMipmap(int faceIndex, int level)
{
IDirect3DSurface9 *upper = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level - 1, false);
IDirect3DSurface9 *lower = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level, true);
IDirect3DSurface9 *upper = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level - 1, false);
IDirect3DSurface9 *lower = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + faceIndex, level, true);
if (upper != NULL && lower != NULL)
{
......
......@@ -91,7 +91,7 @@ class TextureStorage9_Cube : public TextureStorage9
IDirect3DSurface9 *getCubeMapSurface(GLenum faceTarget, int level, bool dirty);
virtual RenderTarget *getRenderTargetFace(GLenum faceTarget, int level);
virtual IDirect3DBaseTexture9 *getBaseTexture() const;
virtual void generateMipmap(int face, int level);
virtual void generateMipmap(int faceIndex, int level);
private:
DISALLOW_COPY_AND_ASSIGN(TextureStorage9_Cube);
......
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