ImageIndexIterator ImageIndexIterator::Make2DArray(GLint minMip, GLint maxMip,
                                                   const GLsizei *layerCounts)
{
    return ImageIndexIterator(GL_TEXTURE_2D_ARRAY, Range<GLint>(minMip, maxMip),
                              Range<GLint>(0, IMPLEMENTATION_MAX_2D_ARRAY_TEXTURE_LAYERS), layerCounts);
}
ImageIndexIterator ImageIndexIterator::Make3D(GLint minMip, GLint maxMip,
                                              GLint minLayer, GLint maxLayer)
{
    return ImageIndexIterator(GL_TEXTURE_3D, Range<GLint>(minMip, maxMip), Range<GLint>(minLayer, maxLayer), NULL);
}
ImageIndexIterator ImageIndexIterator::MakeCube(GLint minMip, GLint maxMip)
{
    return ImageIndexIterator(GL_TEXTURE_CUBE_MAP, Range<GLint>(minMip, maxMip), Range<GLint>(0, 6), NULL);
}
ImageIndexIterator ImageIndexIterator::Make2D(GLint minMip, GLint maxMip)
{
    return ImageIndexIterator(GL_TEXTURE_2D, Range<GLint>(minMip, maxMip),
                              Range<GLint>(ImageIndex::ENTIRE_LEVEL, ImageIndex::ENTIRE_LEVEL), NULL);
}
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ImageIndexIterator ImageIndexIterator::Make2DMultisample()
{
    return ImageIndexIterator(GL_TEXTURE_2D_MULTISAMPLE, Range<GLint>(0, 0),
                              Range<GLint>(ImageIndex::ENTIRE_LEVEL, ImageIndex::ENTIRE_LEVEL),
                              nullptr);
}
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ImageIndexIterator ImageIndexIterator::MakeRectangle(GLint minMip, GLint maxMip)
{
    return ImageIndexIterator(GL_TEXTURE_RECTANGLE_ANGLE, Range<GLint>(minMip, maxMip),
                              Range<GLint>(ImageIndex::ENTIRE_LEVEL, ImageIndex::ENTIRE_LEVEL),
                              nullptr);
}