1#include "backend_base.h"
2
3#include <base/system.h>
4
5bool CCommandProcessorFragment_GLBase::Texture2DTo3D(uint8_t *pImageBuffer, int ImageWidth, int ImageHeight, size_t PixelSize, int SplitCountWidth, int SplitCountHeight, uint8_t *pTarget3DImageData, int &Target3DImageWidth, int &Target3DImageHeight)
6{
7 Target3DImageWidth = ImageWidth / SplitCountWidth;
8 Target3DImageHeight = ImageHeight / SplitCountHeight;
9
10 const size_t FullImageWidth = (size_t)ImageWidth * PixelSize;
11
12 for(int Y = 0; Y < SplitCountHeight; ++Y)
13 {
14 for(int X = 0; X < SplitCountWidth; ++X)
15 {
16 for(int Y3D = 0; Y3D < Target3DImageHeight; ++Y3D)
17 {
18 int DepthIndex = X + Y * SplitCountWidth;
19
20 size_t TargetImageFullWidth = (size_t)Target3DImageWidth * PixelSize;
21 size_t TargetImageFullSize = TargetImageFullWidth * Target3DImageHeight;
22 ptrdiff_t ImageOffset = (ptrdiff_t)(((size_t)Y * FullImageWidth * (size_t)Target3DImageHeight) + ((size_t)Y3D * FullImageWidth) + ((size_t)X * TargetImageFullWidth));
23 ptrdiff_t TargetImageOffset = (ptrdiff_t)(TargetImageFullSize * (size_t)DepthIndex + ((size_t)Y3D * TargetImageFullWidth));
24 mem_copy(dest: pTarget3DImageData + TargetImageOffset, source: pImageBuffer + ImageOffset, size: TargetImageFullWidth);
25 }
26 }
27 }
28
29 return true;
30}
31