#include "backend_base.h"

#include <base/mem.h>

void CCommandProcessorFragment_GLBase::Texture2DTo3D(uint8_t *pImageBuffer, int ImageWidth, int ImageHeight, size_t PixelSize, int SplitCountWidth, int SplitCountHeight, uint8_t *pTarget3DImageData, int &Target3DImageWidth, int &Target3DImageHeight)
{
	Target3DImageWidth = ImageWidth / SplitCountWidth;
	Target3DImageHeight = ImageHeight / SplitCountHeight;

	const size_t FullImageWidth = (size_t)ImageWidth * PixelSize;

	for(int Y = 0; Y < SplitCountHeight; ++Y)
	{
		for(int X = 0; X < SplitCountWidth; ++X)
		{
			for(int Y3D = 0; Y3D < Target3DImageHeight; ++Y3D)
			{
				int DepthIndex = X + Y * SplitCountWidth;

				size_t TargetImageFullWidth = (size_t)Target3DImageWidth * PixelSize;
				size_t TargetImageFullSize = TargetImageFullWidth * Target3DImageHeight;
				ptrdiff_t ImageOffset = (ptrdiff_t)(((size_t)Y * FullImageWidth * (size_t)Target3DImageHeight) + ((size_t)Y3D * FullImageWidth) + ((size_t)X * TargetImageFullWidth));
				ptrdiff_t TargetImageOffset = (ptrdiff_t)(TargetImageFullSize * (size_t)DepthIndex + ((size_t)Y3D * TargetImageFullWidth));
				mem_copy(pTarget3DImageData + TargetImageOffset, pImageBuffer + ImageOffset, TargetImageFullWidth);
			}
		}
	}
}
