Commit 8370e6bc by Jamie Madill Committed by Commit Bot

Rename constant to kCubeFaceCount.

This corrects the naming style for this constant variable. Also updates many usages in TextureD3D.cpp and TextureGL.cpp. Bug: angleproject:2470 Change-Id: I029dd98e925cabf23a4bb26467a62afe6c5bb6e0 Reviewed-on: https://chromium-review.googlesource.com/1220726Reviewed-by: 's avatarYuly Novikov <ynovikov@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>
parent 3b1fe64f
......@@ -118,7 +118,7 @@ TextureTarget ImageIndex::getTarget() const
GLint ImageIndex::cubeMapFaceIndex() const
{
ASSERT(mType == TextureType::CubeMap);
ASSERT(mLayerIndex == kEntireLevel || mLayerIndex < static_cast<GLint>(CUBE_FACE_COUNT));
ASSERT(mLayerIndex == kEntireLevel || mLayerIndex < static_cast<GLint>(kCubeFaceCount));
return mLayerIndex;
}
......@@ -174,7 +174,7 @@ ImageIndex ImageIndex::MakeFromType(TextureType type,
GLint layerCount)
{
GLint overrideLayerCount =
(type == TextureType::CubeMap && layerIndex == kEntireLevel ? CUBE_FACE_COUNT : layerCount);
(type == TextureType::CubeMap && layerIndex == kEntireLevel ? kCubeFaceCount : layerCount);
return ImageIndex(type, levelIndex, layerIndex, overrideLayerCount);
}
......
......@@ -315,7 +315,7 @@ struct ComponentTypeMask final
using ContextID = uintptr_t;
constexpr size_t CUBE_FACE_COUNT = 6;
constexpr size_t kCubeFaceCount = 6;
using TextureMap = angle::PackedEnumMap<TextureType, BindingPointer<Texture>>;
......
......@@ -1580,7 +1580,7 @@ TextureD3D_Cube::~TextureD3D_Cube()
ImageD3D *TextureD3D_Cube::getImage(int level, int layer) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(layer >= 0 && layer < 6);
ASSERT(layer >= 0 && static_cast<size_t>(layer) < gl::kCubeFaceCount);
return mImageArray[layer][level].get();
}
......@@ -1594,7 +1594,7 @@ ImageD3D *TextureD3D_Cube::getImage(const gl::ImageIndex &index) const
GLsizei TextureD3D_Cube::getLayerCount(int level) const
{
ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
return 6;
return gl::kCubeFaceCount;
}
GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const
......@@ -1912,7 +1912,7 @@ gl::Error TextureD3D_Cube::setStorage(const gl::Context *context,
for (size_t level = 0; level < levels; level++)
{
GLsizei mipSize = std::max(1, size.width >> level);
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
for (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++)
{
mImageArray[faceIndex][level]->redefine(gl::TextureType::CubeMap, internalFormat,
gl::Extents(mipSize, mipSize, 1), true);
......@@ -1921,7 +1921,7 @@ gl::Error TextureD3D_Cube::setStorage(const gl::Context *context,
for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
for (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++)
{
mImageArray[faceIndex][level]->redefine(gl::TextureType::CubeMap, GL_NONE,
gl::Extents(0, 0, 0), true);
......@@ -1957,7 +1957,7 @@ bool TextureD3D_Cube::isCubeComplete() const
return false;
}
for (int faceIndex = 1; faceIndex < 6; faceIndex++)
for (size_t faceIndex = 1; faceIndex < gl::kCubeFaceCount; faceIndex++)
{
const ImageD3D &faceBaseImage = *mImageArray[faceIndex][getBaseLevel()];
......@@ -1990,7 +1990,7 @@ angle::Result TextureD3D_Cube::initMipmapImages(const gl::Context *context)
const GLuint maxLevel = mState.getMipmapMaxLevel();
// Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap
// levels.
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
for (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++)
{
for (GLuint level = baseLevel + 1; level <= maxLevel; level++)
{
......@@ -2063,7 +2063,7 @@ angle::Result TextureD3D_Cube::createCompleteStorage(bool renderTarget,
// If any of the CPU images (levels >= 1) are dirty, then the textureStorage should use the mipped texture to begin with.
// Otherwise, it should use the level-zero-only texture.
hintLevelZeroOnly = true;
for (int faceIndex = 0; faceIndex < 6 && hintLevelZeroOnly; faceIndex++)
for (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount && hintLevelZeroOnly; faceIndex++)
{
for (int level = 1; level < levels && hintLevelZeroOnly; level++)
{
......@@ -2084,7 +2084,7 @@ angle::Result TextureD3D_Cube::setCompleteTexStorage(const gl::Context *context,
{
if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
{
for (int faceIndex = 0; faceIndex < 6; faceIndex++)
for (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++)
{
for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
{
......@@ -2110,7 +2110,7 @@ angle::Result TextureD3D_Cube::updateStorage(const gl::Context *context)
ASSERT(mTexStorage != nullptr);
GLint storageLevels = mTexStorage->getLevelCount();
for (int face = 0; face < 6; face++)
for (size_t face = 0; face < gl::kCubeFaceCount; face++)
{
for (int level = 0; level < storageLevels; level++)
{
......@@ -2136,7 +2136,8 @@ bool TextureD3D_Cube::isFaceLevelComplete(int faceIndex, int level) const
{
return false;
}
ASSERT(level >= 0 && faceIndex < 6 && level < static_cast<int>(mImageArray[faceIndex].size()) &&
ASSERT(level >= 0 && static_cast<size_t>(faceIndex) < gl::kCubeFaceCount &&
level < static_cast<int>(mImageArray[faceIndex].size()) &&
mImageArray[faceIndex][level] != nullptr);
if (isImmutable())
......@@ -2184,7 +2185,8 @@ angle::Result TextureD3D_Cube::updateStorageFaceLevel(const gl::Context *context
int faceIndex,
int level)
{
ASSERT(level >= 0 && faceIndex < 6 && level < static_cast<int>(mImageArray[faceIndex].size()) &&
ASSERT(level >= 0 && static_cast<size_t>(faceIndex) < gl::kCubeFaceCount &&
level < static_cast<int>(mImageArray[faceIndex].size()) &&
mImageArray[faceIndex][level] != nullptr);
ImageD3D *image = mImageArray[faceIndex][level].get();
......@@ -2253,7 +2255,7 @@ void TextureD3D_Cube::markAllImagesDirty()
{
for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
{
for (int dirtyFace = 0; dirtyFace < 6; dirtyFace++)
for (size_t dirtyFace = 0; dirtyFace < gl::kCubeFaceCount; dirtyFace++)
{
mImageArray[dirtyFace][dirtyLevel]->markDirty();
}
......
......@@ -1884,14 +1884,14 @@ TextureStorage11_Cube::TextureStorage11_Cube(Renderer11 *renderer,
{
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
for (unsigned int face = 0; face < gl::CUBE_FACE_COUNT; face++)
for (unsigned int face = 0; face < gl::kCubeFaceCount; face++)
{
mAssociatedImages[face][level] = nullptr;
mRenderTarget[face][level] = nullptr;
}
}
for (unsigned int face = 0; face < gl::CUBE_FACE_COUNT; face++)
for (unsigned int face = 0; face < gl::kCubeFaceCount; face++)
{
mLevelZeroRenderTarget[face] = nullptr;
}
......@@ -1913,7 +1913,7 @@ angle::Result TextureStorage11_Cube::onDestroy(const gl::Context *context)
{
for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
{
for (unsigned int face = 0; face < gl::CUBE_FACE_COUNT; face++)
for (unsigned int face = 0; face < gl::kCubeFaceCount; face++)
{
if (mAssociatedImages[face][level] != nullptr)
{
......@@ -2055,11 +2055,11 @@ void TextureStorage11_Cube::associateImage(Image11 *image, const gl::ImageIndex
const GLint layerTarget = index.cubeMapFaceIndex();
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::CUBE_FACE_COUNT));
ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount));
if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
{
if (0 <= layerTarget && layerTarget < static_cast<GLint>(gl::CUBE_FACE_COUNT))
if (0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount))
{
mAssociatedImages[layerTarget][level] = image;
}
......@@ -2073,7 +2073,7 @@ void TextureStorage11_Cube::verifyAssociatedImageValid(const gl::ImageIndex &ind
const GLint layerTarget = index.cubeMapFaceIndex();
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::CUBE_FACE_COUNT));
ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount));
// This validation check should never return false. It means the Image/TextureStorage
// association is broken.
ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);
......@@ -2086,7 +2086,7 @@ void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image
const GLint layerTarget = index.cubeMapFaceIndex();
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::CUBE_FACE_COUNT));
ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount));
ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);
mAssociatedImages[layerTarget][level] = nullptr;
}
......@@ -2101,11 +2101,11 @@ angle::Result TextureStorage11_Cube::releaseAssociatedImage(const gl::Context *c
const GLint layerTarget = index.cubeMapFaceIndex();
ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::CUBE_FACE_COUNT));
ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount));
if ((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
{
if (0 <= layerTarget && layerTarget < static_cast<GLint>(gl::CUBE_FACE_COUNT))
if (0 <= layerTarget && layerTarget < static_cast<GLint>(gl::kCubeFaceCount))
{
// No need to let the old Image recover its data, if it is also the incoming Image.
if (mAssociatedImages[layerTarget][level] != nullptr &&
......@@ -2170,7 +2170,7 @@ angle::Result TextureStorage11_Cube::ensureTextureExists(const gl::Context *cont
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mipLevels;
desc.ArraySize = gl::CUBE_FACE_COUNT;
desc.ArraySize = gl::kCubeFaceCount;
desc.Format = mFormatInfo.texFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
......@@ -2223,7 +2223,7 @@ angle::Result TextureStorage11_Cube::getRenderTarget(const gl::Context *context,
const int level = index.getLevelIndex();
ASSERT(level >= 0 && level < getLevelCount());
ASSERT(faceIndex >= 0 && faceIndex < static_cast<GLint>(gl::CUBE_FACE_COUNT));
ASSERT(faceIndex >= 0 && faceIndex < static_cast<GLint>(gl::kCubeFaceCount));
Context11 *context11 = GetImplAs<Context11>(context);
......@@ -2346,7 +2346,7 @@ angle::Result TextureStorage11_Cube::createSRVForSampler(const gl::Context *cont
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
srvDesc.Texture2DArray.MipLevels = mipLevels;
srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = gl::CUBE_FACE_COUNT;
srvDesc.Texture2DArray.ArraySize = gl::kCubeFaceCount;
}
else
{
......@@ -2398,7 +2398,7 @@ angle::Result TextureStorage11_Cube::createSRVForImage(const gl::Context *contex
srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + level;
srvDesc.Texture2DArray.MipLevels = 1;
srvDesc.Texture2DArray.FirstArraySlice = 0;
srvDesc.Texture2DArray.ArraySize = gl::CUBE_FACE_COUNT;
srvDesc.Texture2DArray.ArraySize = gl::kCubeFaceCount;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), srvDesc, texture.get(), outSRV));
outSRV->setDebugName("TexStorageCube.SRVForImage");
......@@ -2417,7 +2417,7 @@ angle::Result TextureStorage11_Cube::createUAVForImage(const gl::Context *contex
uavDesc.ViewDimension = D3D11_UAV_DIMENSION_TEXTURE2DARRAY;
uavDesc.Texture2DArray.MipSlice = mTopLevel + level;
uavDesc.Texture2DArray.FirstArraySlice = 0;
uavDesc.Texture2DArray.ArraySize = gl::CUBE_FACE_COUNT;
uavDesc.Texture2DArray.ArraySize = gl::kCubeFaceCount;
ANGLE_TRY(
mRenderer->allocateResource(GetImplAs<Context11>(context), uavDesc, texture.get(), outUAV));
outUAV->setDebugName("TexStorageCube.UAVForImage");
......@@ -2437,7 +2437,7 @@ angle::Result TextureStorage11_Cube::getSwizzleTexture(const gl::Context *contex
desc.Width = mTextureWidth;
desc.Height = mTextureHeight;
desc.MipLevels = mMipLevels;
desc.ArraySize = gl::CUBE_FACE_COUNT;
desc.ArraySize = gl::kCubeFaceCount;
desc.Format = format.texFormat;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
......@@ -2473,7 +2473,7 @@ angle::Result TextureStorage11_Cube::getSwizzleRenderTarget(const gl::Context *c
rtvDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
rtvDesc.Texture2DArray.MipSlice = mTopLevel + mipLevel;
rtvDesc.Texture2DArray.FirstArraySlice = 0;
rtvDesc.Texture2DArray.ArraySize = gl::CUBE_FACE_COUNT;
rtvDesc.Texture2DArray.ArraySize = gl::kCubeFaceCount;
ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), rtvDesc,
mSwizzleTexture.get(),
......
......@@ -36,7 +36,7 @@ class Image11;
struct Renderer11DeviceCaps;
template <typename T>
using CubeFaceArray = std::array<T, gl::CUBE_FACE_COUNT>;
using CubeFaceArray = std::array<T, gl::kCubeFaceCount>;
class TextureStorage11 : public TextureStorage
{
......
......@@ -371,7 +371,7 @@ TextureStorage9_Cube::TextureStorage9_Cube(Renderer9 *renderer, GLenum internalf
: TextureStorage9(renderer, GetTextureUsage(internalformat, renderTarget))
{
mTexture = nullptr;
for (size_t i = 0; i < gl::CUBE_FACE_COUNT; ++i)
for (size_t i = 0; i < gl::kCubeFaceCount; ++i)
{
mRenderTarget[i] = nullptr;
}
......@@ -392,7 +392,7 @@ TextureStorage9_Cube::~TextureStorage9_Cube()
{
SafeRelease(mTexture);
for (size_t i = 0; i < gl::CUBE_FACE_COUNT; ++i)
for (size_t i = 0; i < gl::kCubeFaceCount; ++i)
{
SafeDelete(mRenderTarget[i]);
}
......
......@@ -146,7 +146,7 @@ class TextureStorage9_Cube : public TextureStorage9
private:
IDirect3DCubeTexture9 *mTexture;
RenderTarget9 *mRenderTarget[gl::CUBE_FACE_COUNT];
RenderTarget9 *mRenderTarget[gl::kCubeFaceCount];
};
}
......
......@@ -37,7 +37,7 @@ namespace
size_t GetLevelInfoIndex(gl::TextureTarget target, size_t level)
{
return gl::IsCubeMapFaceTarget(target)
? ((level * 6) + gl::CubeMapTextureTargetToFaceIndex(target))
? ((level * gl::kCubeFaceCount) + gl::CubeMapTextureTargetToFaceIndex(target))
: level;
}
......@@ -117,7 +117,7 @@ TextureGL::TextureGL(const gl::TextureState &state, GLuint id)
mTextureID(id)
{
mLevelInfo.resize((gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS + 1) *
(getType() == gl::TextureType::CubeMap ? 6 : 1));
(getType() == gl::TextureType::CubeMap ? gl::kCubeFaceCount : 1));
}
TextureGL::~TextureGL()
......
......@@ -135,7 +135,7 @@ uint32_t GetImageLayerCount(gl::TextureType textureType)
{
if (textureType == gl::TextureType::CubeMap)
{
return gl::CUBE_FACE_COUNT;
return gl::kCubeFaceCount;
}
else
{
......
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