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kc3-lang/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp

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  • Author : Geoff Lang
    Date : 2015-05-20 14:06:13
    Hash : 8509d86e
    Message : Pipe the imageSize parameter from the entry point to avoid recomputation. BUG=angleproject:884 Change-Id: Ic4d5bdc5b65ebcb8c57b960e84708e945db0276a Reviewed-on: https://chromium-review.googlesource.com/272422 Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org> Tested-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/renderer/d3d/TextureD3D.cpp
  • //
    // Copyright 2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // TextureD3D.cpp: Implementations of the Texture interfaces shared betweeen the D3D backends.
    
    #include "libANGLE/renderer/d3d/TextureD3D.h"
    
    #include "common/mathutil.h"
    #include "common/utilities.h"
    #include "libANGLE/Buffer.h"
    #include "libANGLE/Config.h"
    #include "libANGLE/Framebuffer.h"
    #include "libANGLE/Surface.h"
    #include "libANGLE/Texture.h"
    #include "libANGLE/formatutils.h"
    #include "libANGLE/renderer/BufferImpl.h"
    #include "libANGLE/renderer/d3d/BufferD3D.h"
    #include "libANGLE/renderer/d3d/ImageD3D.h"
    #include "libANGLE/renderer/d3d/RendererD3D.h"
    #include "libANGLE/renderer/d3d/RenderTargetD3D.h"
    #include "libANGLE/renderer/d3d/SurfaceD3D.h"
    #include "libANGLE/renderer/d3d/TextureStorage.h"
    
    namespace rx
    {
    
    namespace
    {
    
    gl::Error GetUnpackPointer(const gl::PixelUnpackState &unpack, const uint8_t *pixels,
                               ptrdiff_t layerOffset, const uint8_t **pointerOut)
    {
        if (unpack.pixelBuffer.id() != 0)
        {
            // Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not supported
            gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
            ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels);
    
            // TODO: this is the only place outside of renderer that asks for a buffers raw data.
            // This functionality should be moved into renderer and the getData method of BufferImpl removed.
            BufferD3D *bufferD3D = GetImplAs<BufferD3D>(pixelBuffer);
            ASSERT(bufferD3D);
            const uint8_t *bufferData = NULL;
            gl::Error error = bufferD3D->getData(&bufferData);
            if (error.isError())
            {
                return error;
            }
    
            *pointerOut = bufferData + offset;
        }
        else
        {
            *pointerOut = pixels;
        }
    
        // Offset the pointer for 2D array layer (if it's valid)
        if (*pointerOut != nullptr)
        {
            *pointerOut += layerOffset;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    bool IsRenderTargetUsage(GLenum usage)
    {
        return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
    }
    
    }
    
    TextureD3D::TextureD3D(RendererD3D *renderer)
        : mRenderer(renderer),
          mUsage(GL_NONE),
          mDirtyImages(true),
          mImmutable(false),
          mTexStorage(NULL)
    {
    }
    
    TextureD3D::~TextureD3D()
    {
    }
    
    gl::Error TextureD3D::getNativeTexture(TextureStorage **outStorage)
    {
        // ensure the underlying texture is created
        gl::Error error = initializeStorage(false);
        if (error.isError())
        {
            return error;
        }
    
        if (mTexStorage)
        {
            error = updateStorage();
            if (error.isError())
            {
                return error;
            }
        }
    
        ASSERT(outStorage);
    
        *outStorage = mTexStorage;
        return gl::Error(GL_NO_ERROR);
    }
    
    GLint TextureD3D::getBaseLevelWidth() const
    {
        const ImageD3D *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getWidth() : 0);
    }
    
    GLint TextureD3D::getBaseLevelHeight() const
    {
        const ImageD3D *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getHeight() : 0);
    }
    
    GLint TextureD3D::getBaseLevelDepth() const
    {
        const ImageD3D *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getDepth() : 0);
    }
    
    // Note: "base level image" is loosely defined to be any image from the base level,
    // where in the base of 2D array textures and cube maps there are several. Don't use
    // the base level image for anything except querying texture format and size.
    GLenum TextureD3D::getBaseLevelInternalFormat() const
    {
        const ImageD3D *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
    }
    
    bool TextureD3D::shouldUseSetData(const ImageD3D *image) const
    {
        if (!mRenderer->getWorkarounds().setDataFasterThanImageUpload)
        {
            return false;
        }
    
        gl::InternalFormat internalFormat = gl::GetInternalFormatInfo(image->getInternalFormat());
    
        // We can only handle full updates for depth-stencil textures, so to avoid complications
        // disable them entirely.
        if (internalFormat.depthBits > 0 || internalFormat.stencilBits > 0)
        {
            return false;
        }
    
        // TODO(jmadill): Handle compressed internal formats
        return (mTexStorage && !internalFormat.compressed);
    }
    
    gl::Error TextureD3D::setImage(const gl::ImageIndex &index, GLenum type,
                                   const gl::PixelUnpackState &unpack, const uint8_t *pixels,
                                   ptrdiff_t layerOffset)
    {
        if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0)
        {
            UNIMPLEMENTED();
            return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state");
        }
    
        ImageD3D *image = getImage(index);
        ASSERT(image);
    
        // No-op
        if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
        {
            return gl::Error(GL_NO_ERROR);
        }
    
        // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
        // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
        const uint8_t *pixelData = NULL;
        gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
        if (error.isError())
        {
            return error;
        }
    
        if (pixelData != NULL)
        {
            if (shouldUseSetData(image))
            {
                error = mTexStorage->setData(index, image, NULL, type, unpack, pixelData);
            }
            else
            {
                gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
                error = image->loadData(fullImageArea, unpack, type, pixelData);
            }
    
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D::subImage(const gl::ImageIndex &index, const gl::Box &area, GLenum format, GLenum type,
                                   const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset)
    {
        // CPU readback & copy where direct GPU copy is not supported
        const uint8_t *pixelData = NULL;
        gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
        if (error.isError())
        {
            return error;
        }
    
        if (pixelData != NULL)
        {
            ImageD3D *image = getImage(index);
            ASSERT(image);
    
            if (shouldUseSetData(image))
            {
                return mTexStorage->setData(index, image, &area, type, unpack, pixelData);
            }
    
            error = image->loadData(area, unpack, type, pixelData);
            if (error.isError())
            {
                return error;
            }
    
            error = commitRegion(index, area);
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D::setCompressedImage(const gl::ImageIndex &index, const gl::PixelUnpackState &unpack,
                                             const uint8_t *pixels, ptrdiff_t layerOffset)
    {
        if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0)
        {
            UNIMPLEMENTED();
            return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state");
        }
    
        // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
        // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
        const uint8_t *pixelData = NULL;
        gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
        if (error.isError())
        {
            return error;
        }
    
        if (pixelData != NULL)
        {
            ImageD3D *image = getImage(index);
            ASSERT(image);
    
            gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
            error = image->loadCompressedData(fullImageArea, pixelData);
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D::subImageCompressed(const gl::ImageIndex &index, const gl::Box &area, GLenum format,
                                             const gl::PixelUnpackState &unpack, const uint8_t *pixels,
                                             ptrdiff_t layerOffset)
    {
        if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0)
        {
            UNIMPLEMENTED();
            return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state");
        }
    
        const uint8_t *pixelData = NULL;
        gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
        if (error.isError())
        {
            return error;
        }
    
        if (pixelData != NULL)
        {
            ImageD3D *image = getImage(index);
            ASSERT(image);
    
            error = image->loadCompressedData(area, pixelData);
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat)
    {
        return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
    }
    
    gl::Error TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const uint8_t *pixels, const gl::Box &destArea,
                                           GLenum sizedInternalFormat, GLenum type, RenderTargetD3D *destRenderTarget)
    {
        // No-op
        if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
        {
            return gl::Error(GL_NO_ERROR);
        }
    
        // In order to perform the fast copy through the shader, we must have the right format, and be able
        // to create a render target.
        ASSERT(mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat));
    
        uintptr_t offset = reinterpret_cast<uintptr_t>(pixels);
    
        gl::Error error = mRenderer->fastCopyBufferToTexture(unpack, static_cast<unsigned int>(offset), destRenderTarget, sizedInternalFormat, type, destArea);
        if (error.isError())
        {
            return error;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
    {
        if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) || mRenderer->getRendererExtensions().textureNPOT)
        {
            // Maximum number of levels
            return gl::log2(std::max(std::max(width, height), depth)) + 1;
        }
        else
        {
            // OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
            return 1;
        }
    }
    
    int TextureD3D::mipLevels() const
    {
        return gl::log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
    }
    
    TextureStorage *TextureD3D::getStorage()
    {
        ASSERT(mTexStorage);
        return mTexStorage;
    }
    
    ImageD3D *TextureD3D::getBaseLevelImage() const
    {
        return getImage(getImageIndex(0, 0));
    }
    
    gl::Error TextureD3D::generateMipmaps(const gl::SamplerState &samplerState)
    {
        GLint mipCount = mipLevels();
    
        if (mipCount == 1)
        {
            return gl::Error(GL_NO_ERROR); // no-op
        }
    
        if (mTexStorage && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
        {
            // Switch to using the mipmapped texture.
            TextureStorage *textureStorage = NULL;
            gl::Error error = getNativeTexture(&textureStorage);
            if (error.isError())
            {
                return error;
            }
    
            error = textureStorage->useLevelZeroWorkaroundTexture(false);
            if (error.isError())
            {
                return error;
            }
        }
    
        // Set up proper mipmap chain in our Image array.
        initMipmapsImages();
    
        if (mTexStorage && mTexStorage->supportsNativeMipmapFunction())
        {
            gl::Error error = updateStorage();
            if (error.isError())
            {
                return error;
            }
    
            // Generate the mipmap chain using the ad-hoc DirectX function.
            error = mRenderer->generateMipmapsUsingD3D(mTexStorage, samplerState);
            if (error.isError())
            {
                return error;
            }
        }
        else
        {
            // Generate the mipmap chain, one level at a time.
            gl::Error error = generateMipmapsUsingImages();
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D::generateMipmapsUsingImages()
    {
        GLint mipCount = mipLevels();
    
        // We know that all layers have the same dimension, for the texture to be complete
        GLint layerCount = static_cast<GLint>(getLayerCount(0));
    
        // When making mipmaps with the setData workaround enabled, the texture storage has
        // the image data already. For non-render-target storage, we have to pull it out into
        // an image layer.
        if (mRenderer->getWorkarounds().setDataFasterThanImageUpload && mTexStorage)
        {
            if (!mTexStorage->isRenderTarget())
            {
                // Copy from the storage mip 0 to Image mip 0
                for (GLint layer = 0; layer < layerCount; ++layer)
                {
                    gl::ImageIndex srcIndex = getImageIndex(0, layer);
    
                    ImageD3D *image = getImage(srcIndex);
                    gl::Box area(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
                    gl::Offset offset(0, 0, 0);
                    gl::Error error = image->copy(offset, area, srcIndex, mTexStorage);
                    if (error.isError())
                    {
                        return error;
                    }
                }
            }
            else
            {
                gl::Error error = updateStorage();
                if (error.isError())
                {
                    return error;
                }
            }
        }
    
        // TODO: Decouple this from zeroMaxLodWorkaround. This is a 9_3 restriction, unrelated to zeroMaxLodWorkaround.
        // The restriction is because Feature Level 9_3 can't create SRVs on individual levels of the texture.
        // As a result, even if the storage is a rendertarget, we can't use the GPU to generate the mipmaps without further work.
        // The D3D9 renderer works around this by copying each level of the texture into its own single-layer GPU texture (in Blit9::boxFilter).
        // Feature Level 9_3 could do something similar, or it could continue to use CPU-side mipmap generation, or something else.
        bool renderableStorage = (mTexStorage && mTexStorage->isRenderTarget() && !(mRenderer->getWorkarounds().zeroMaxLodWorkaround));
    
        for (GLint layer = 0; layer < layerCount; ++layer)
        {
            for (GLint mip = 1; mip < mipCount; ++mip)
            {
                ASSERT(getLayerCount(mip) == layerCount);
    
                gl::ImageIndex sourceIndex = getImageIndex(mip - 1, layer);
                gl::ImageIndex destIndex = getImageIndex(mip, layer);
    
                if (renderableStorage)
                {
                    // GPU-side mipmapping
                    gl::Error error = mTexStorage->generateMipmap(sourceIndex, destIndex);
                    if (error.isError())
                    {
                        return error;
                    }
                }
                else
                {
                    // CPU-side mipmapping
                    gl::Error error = mRenderer->generateMipmap(getImage(destIndex), getImage(sourceIndex));
                    if (error.isError())
                    {
                        return error;
                    }
                }
            }
        }
    
        if (mTexStorage)
        {
            updateStorage();
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    bool TextureD3D::isBaseImageZeroSize() const
    {
        ImageD3D *baseImage = getBaseLevelImage();
    
        if (!baseImage || baseImage->getWidth() <= 0)
        {
            return true;
        }
    
        if (!gl::IsCubeMapTextureTarget(baseImage->getTarget()) && baseImage->getHeight() <= 0)
        {
            return true;
        }
    
        if (baseImage->getTarget() == GL_TEXTURE_3D && baseImage->getDepth() <= 0)
        {
            return true;
        }
    
        if (baseImage->getTarget() == GL_TEXTURE_2D_ARRAY && getLayerCount(0) <= 0)
        {
            return true;
        }
    
        return false;
    }
    
    gl::Error TextureD3D::ensureRenderTarget()
    {
        gl::Error error = initializeStorage(true);
        if (error.isError())
        {
            return error;
        }
    
        if (!isBaseImageZeroSize())
        {
            ASSERT(mTexStorage);
            if (!mTexStorage->isRenderTarget())
            {
                TextureStorage *newRenderTargetStorage = NULL;
                error = createCompleteStorage(true, &newRenderTargetStorage);
                if (error.isError())
                {
                    return error;
                }
    
                error = mTexStorage->copyToStorage(newRenderTargetStorage);
                if (error.isError())
                {
                    SafeDelete(newRenderTargetStorage);
                    return error;
                }
    
                error = setCompleteTexStorage(newRenderTargetStorage);
                if (error.isError())
                {
                    SafeDelete(newRenderTargetStorage);
                    return error;
                }
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    bool TextureD3D::canCreateRenderTargetForImage(const gl::ImageIndex &index) const
    {
        ImageD3D *image = getImage(index);
        bool levelsComplete = (isImageComplete(index) && isImageComplete(getImageIndex(0, 0)));
        return (image->isRenderableFormat() && levelsComplete);
    }
    
    gl::Error TextureD3D::commitRegion(const gl::ImageIndex &index, const gl::Box &region)
    {
        if (mTexStorage)
        {
            ASSERT(isValidIndex(index));
            ImageD3D *image = getImage(index);
            gl::Error error = image->copyToStorage(mTexStorage, index, region);
            if (error.isError())
            {
                return error;
            }
    
            image->markClean();
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D::getAttachmentRenderTarget(const gl::FramebufferAttachment::Target &target,
                                                    FramebufferAttachmentRenderTarget **rtOut)
    {
        RenderTargetD3D *rtD3D = nullptr;
        gl::Error error = getRenderTarget(target.textureIndex(), &rtD3D);
        *rtOut = static_cast<FramebufferAttachmentRenderTarget *>(rtD3D);
        return error;
    }
    
    TextureD3D_2D::TextureD3D_2D(RendererD3D *renderer)
        : TextureD3D(renderer)
    {
        for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
        {
            mImageArray[i] = renderer->createImage();
        }
    }
    
    TextureD3D_2D::~TextureD3D_2D()
    {
        // Delete the Images before the TextureStorage.
        // Images might be relying on the TextureStorage for some of their data.
        // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
        for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
        {
            delete mImageArray[i];
        }
    
        SafeDelete(mTexStorage);
    }
    
    ImageD3D *TextureD3D_2D::getImage(int level, int layer) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(layer == 0);
        return mImageArray[level];
    }
    
    ImageD3D *TextureD3D_2D::getImage(const gl::ImageIndex &index) const
    {
        ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(!index.hasLayer());
        ASSERT(index.type == GL_TEXTURE_2D);
        return mImageArray[index.mipIndex];
    }
    
    GLsizei TextureD3D_2D::getLayerCount(int level) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        return 1;
    }
    
    GLsizei TextureD3D_2D::getWidth(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getWidth();
        else
            return 0;
    }
    
    GLsizei TextureD3D_2D::getHeight(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getHeight();
        else
            return 0;
    }
    
    GLenum TextureD3D_2D::getInternalFormat(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getInternalFormat();
        else
            return GL_NONE;
    }
    
    bool TextureD3D_2D::isDepth(GLint level) const
    {
        return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
    }
    
    gl::Error TextureD3D_2D::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
                                      const gl::PixelUnpackState &unpack, const uint8_t *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D && size.depth == 1);
    
        GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
    
        bool fastUnpacked = false;
    
        redefineImage(level, sizedInternalFormat, size);
    
        gl::ImageIndex index = gl::ImageIndex::Make2D(level);
    
        // Attempt a fast gpu copy of the pixel data to the surface
        if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
        {
            // Will try to create RT storage if it does not exist
            RenderTargetD3D *destRenderTarget = NULL;
            gl::Error error = getRenderTarget(index, &destRenderTarget);
            if (error.isError())
            {
                return error;
            }
    
            gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
    
            error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget);
            if (error.isError())
            {
                return error;
            }
    
            // Ensure we don't overwrite our newly initialized data
            mImageArray[level]->markClean();
    
            fastUnpacked = true;
        }
    
        if (!fastUnpacked)
        {
            gl::Error error = TextureD3D::setImage(index, type, unpack, pixels, 0);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2D::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
                                         const gl::PixelUnpackState &unpack, const uint8_t *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D && area.depth == 1 && area.z == 0);
    
        if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0)
        {
            UNIMPLEMENTED();
            return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state");
        }
    
        gl::ImageIndex index = gl::ImageIndex::Make2D(level);
        if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
        {
            RenderTargetD3D *renderTarget = NULL;
            gl::Error error = getRenderTarget(index, &renderTarget);
            if (error.isError())
            {
                return error;
            }
    
            ASSERT(!mImageArray[level]->isDirty());
    
            return fastUnpackPixels(unpack, pixels, area, getInternalFormat(level), type, renderTarget);
        }
        else
        {
            return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0);
        }
    }
    
    
    gl::Error TextureD3D_2D::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
                                                const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D && size.depth == 1);
    
        // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
        redefineImage(level, internalFormat, size);
    
        return TextureD3D::setCompressedImage(gl::ImageIndex::Make2D(level), unpack, pixels, 0);
    }
    
    gl::Error TextureD3D_2D::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
                                                   const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D && area.depth == 1 && area.z == 0);
    
        gl::ImageIndex index = gl::ImageIndex::Make2D(level);
        gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0);
        if (error.isError())
        {
            return error;
        }
    
        return commitRegion(index, area);
    }
    
    gl::Error TextureD3D_2D::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
                                       const gl::Framebuffer *source)
    {
        ASSERT(target == GL_TEXTURE_2D);
    
        GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, GL_UNSIGNED_BYTE);
        redefineImage(level, sizedInternalFormat, gl::Extents(sourceArea.width, sourceArea.height, 1));
    
        gl::ImageIndex index = gl::ImageIndex::Make2D(level);
        gl::Offset destOffset(0, 0, 0);
    
        // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
        // so we should use the non-rendering copy path.
        if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
        {
            gl::Error error = mImageArray[level]->copy(destOffset, sourceArea, source);
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
        else
        {
            gl::Error error = ensureRenderTarget();
            if (error.isError())
            {
                return error;
            }
    
            mImageArray[level]->markClean();
    
            if (sourceArea.width != 0 && sourceArea.height != 0 && isValidLevel(level))
            {
                error = mRenderer->copyImage2D(source, sourceArea, internalFormat, destOffset, mTexStorage, level);
                if (error.isError())
                {
                    return error;
                }
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2D::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
                                          const gl::Framebuffer *source)
    {
        ASSERT(target == GL_TEXTURE_2D && destOffset.z == 0);
    
        // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
        // the current level we're copying to is defined (with appropriate format, width & height)
    
        gl::ImageIndex index = gl::ImageIndex::Make2D(level);
    
        // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
        // so we should use the non-rendering copy path.
        if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
        {
            gl::Error error = mImageArray[level]->copy(destOffset, sourceArea, source);
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
        else
        {
            gl::Error error = ensureRenderTarget();
            if (error.isError())
            {
                return error;
            }
    
            if (isValidLevel(level))
            {
                error = updateStorageLevel(level);
                if (error.isError())
                {
                    return error;
                }
    
                error = mRenderer->copyImage2D(source, sourceArea,
                                               gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
                                               destOffset, mTexStorage, level);
                if (error.isError())
                {
                    return error;
                }
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2D::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
    {
        ASSERT(GL_TEXTURE_2D && size.depth == 1);
    
        for (size_t level = 0; level < levels; level++)
        {
            gl::Extents levelSize(std::max(1, size.width >> level),
                                  std::max(1, size.height >> level),
                                  1);
            mImageArray[level]->redefine(GL_TEXTURE_2D, internalFormat, levelSize, true);
        }
    
        for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            mImageArray[level]->redefine(GL_TEXTURE_2D, GL_NONE, gl::Extents(0, 0, 0), true);
        }
    
        // TODO(geofflang): Verify storage creation had no errors
        bool renderTarget = IsRenderTargetUsage(mUsage);
        TextureStorage *storage = mRenderer->createTextureStorage2D(internalFormat, renderTarget, size.width, size.height, levels, false);
    
        gl::Error error = setCompleteTexStorage(storage);
        if (error.isError())
        {
            SafeDelete(storage);
            return error;
        }
    
        error = updateStorage();
    
        if (error.isError())
        {
            return error;
        }
    
        mImmutable = true;
    
        return gl::Error(GL_NO_ERROR);
    }
    
    void TextureD3D_2D::bindTexImage(egl::Surface *surface)
    {
        GLenum internalformat = surface->getConfig()->renderTargetFormat;
    
        gl::Extents size(surface->getWidth(), surface->getHeight(), 1);
        mImageArray[0]->redefine(GL_TEXTURE_2D, internalformat, size, true);
    
        if (mTexStorage)
        {
            SafeDelete(mTexStorage);
        }
    
        SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface);
        ASSERT(surfaceD3D);
    
        mTexStorage = mRenderer->createTextureStorage2D(surfaceD3D->getSwapChain());
    
        mDirtyImages = true;
    }
    
    void TextureD3D_2D::releaseTexImage()
    {
        if (mTexStorage)
        {
            SafeDelete(mTexStorage);
        }
    
        for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
        {
            mImageArray[i]->redefine(GL_TEXTURE_2D, GL_NONE, gl::Extents(0, 0, 0), true);
        }
    }
    
    void TextureD3D_2D::initMipmapsImages()
    {
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        int levelCount = mipLevels();
        for (int level = 1; level < levelCount; level++)
        {
            gl::Extents levelSize(std::max(getBaseLevelWidth() >> level, 1),
                                  std::max(getBaseLevelHeight() >> level, 1),
                                  1);
    
            redefineImage(level, getBaseLevelInternalFormat(), levelSize);
        }
    }
    
    unsigned int TextureD3D_2D::getRenderTargetSerial(const gl::ImageIndex &index)
    {
        ASSERT(!index.hasLayer());
        return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
    }
    
    gl::Error TextureD3D_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
    {
        ASSERT(!index.hasLayer());
    
        // ensure the underlying texture is created
        gl::Error error = ensureRenderTarget();
        if (error.isError())
        {
            return error;
        }
    
        error = updateStorageLevel(index.mipIndex);
        if (error.isError())
        {
            return error;
        }
    
        return mTexStorage->getRenderTarget(index, outRT);
    }
    
    bool TextureD3D_2D::isValidLevel(int level) const
    {
        return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : false);
    }
    
    bool TextureD3D_2D::isLevelComplete(int level) const
    {
        if (isImmutable())
        {
            return true;
        }
    
        const ImageD3D *baseImage = getBaseLevelImage();
    
        GLsizei width = baseImage->getWidth();
        GLsizei height = baseImage->getHeight();
    
        if (width <= 0 || height <= 0)
        {
            return false;
        }
    
        // The base image level is complete if the width and height are positive
        if (level == 0)
        {
            return true;
        }
    
        ASSERT(level >= 1 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
        ImageD3D *image = mImageArray[level];
    
        if (image->getInternalFormat() != baseImage->getInternalFormat())
        {
            return false;
        }
    
        if (image->getWidth() != std::max(1, width >> level))
        {
            return false;
        }
    
        if (image->getHeight() != std::max(1, height >> level))
        {
            return false;
        }
    
        return true;
    }
    
    bool TextureD3D_2D::isImageComplete(const gl::ImageIndex &index) const
    {
        return isLevelComplete(index.mipIndex);
    }
    
    // Constructs a native texture resource from the texture images
    gl::Error TextureD3D_2D::initializeStorage(bool renderTarget)
    {
        // Only initialize the first time this texture is used as a render target or shader resource
        if (mTexStorage)
        {
            return gl::Error(GL_NO_ERROR);
        }
    
        // do not attempt to create storage for nonexistant data
        if (!isLevelComplete(0))
        {
            return gl::Error(GL_NO_ERROR);
        }
    
        bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
    
        TextureStorage *storage = NULL;
        gl::Error error = createCompleteStorage(createRenderTarget, &storage);
        if (error.isError())
        {
            return error;
        }
    
        error = setCompleteTexStorage(storage);
        if (error.isError())
        {
            SafeDelete(storage);
            return error;
        }
    
        ASSERT(mTexStorage);
    
        // flush image data to the storage
        error = updateStorage();
        if (error.isError())
        {
            return error;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2D::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLenum internalFormat = getBaseLevelInternalFormat();
    
        ASSERT(width > 0 && height > 0);
    
        // use existing storage level count, when previously specified by TexStorage*D
        GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
    
        bool hintLevelZeroOnly = false;
        if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
        {
            // If any of the CPU images (levels >= 1) are dirty, then the textureStorage2D should use the mipped texture to begin with.
            // Otherwise, it should use the level-zero-only texture.
            hintLevelZeroOnly = true;
            for (int level = 1; level < levels && hintLevelZeroOnly; level++)
            {
                hintLevelZeroOnly = !(mImageArray[level]->isDirty() && isLevelComplete(level));
            }
        }
    
        // TODO(geofflang): Determine if the texture creation succeeded
        *outTexStorage = mRenderer->createTextureStorage2D(internalFormat, renderTarget, width, height, levels, hintLevelZeroOnly);
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
    {
        if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
        {
            for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
            {
                gl::Error error = mImageArray[level]->setManagedSurface2D(newCompleteTexStorage, level);
                if (error.isError())
                {
                    return error;
                }
            }
        }
    
        SafeDelete(mTexStorage);
        mTexStorage = newCompleteTexStorage;
    
        mDirtyImages = true;
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2D::updateStorage()
    {
        ASSERT(mTexStorage != NULL);
        GLint storageLevels = mTexStorage->getLevelCount();
        for (int level = 0; level < storageLevels; level++)
        {
            if (mImageArray[level]->isDirty() && isLevelComplete(level))
            {
                gl::Error error = updateStorageLevel(level);
                if (error.isError())
                {
                    return error;
                }
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2D::updateStorageLevel(int level)
    {
        ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
        ASSERT(isLevelComplete(level));
    
        if (mImageArray[level]->isDirty())
        {
            gl::ImageIndex index = gl::ImageIndex::Make2D(level);
            gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1);
            gl::Error error = commitRegion(index, region);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    void TextureD3D_2D::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size)
    {
        ASSERT(size.depth == 1);
    
        // If there currently is a corresponding storage texture image, it has these parameters
        const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
        const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
        const GLenum storageFormat = getBaseLevelInternalFormat();
    
        mImageArray[level]->redefine(GL_TEXTURE_2D, internalformat, size, false);
    
        if (mTexStorage)
        {
            const int storageLevels = mTexStorage->getLevelCount();
    
            if ((level >= storageLevels && storageLevels != 0) ||
                size.width != storageWidth ||
                size.height != storageHeight ||
                internalformat != storageFormat)   // Discard mismatched storage
            {
                for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
                {
                    mImageArray[i]->markDirty();
                }
    
                SafeDelete(mTexStorage);
                mDirtyImages = true;
            }
        }
    }
    
    gl::ImageIndexIterator TextureD3D_2D::imageIterator() const
    {
        return gl::ImageIndexIterator::Make2D(0, mTexStorage->getLevelCount());
    }
    
    gl::ImageIndex TextureD3D_2D::getImageIndex(GLint mip, GLint /*layer*/) const
    {
        // "layer" does not apply to 2D Textures.
        return gl::ImageIndex::Make2D(mip);
    }
    
    bool TextureD3D_2D::isValidIndex(const gl::ImageIndex &index) const
    {
        return (mTexStorage && index.type == GL_TEXTURE_2D &&
                index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
    }
    
    TextureD3D_Cube::TextureD3D_Cube(RendererD3D *renderer)
        : TextureD3D(renderer)
    {
        for (int i = 0; i < 6; i++)
        {
            for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
            {
                mImageArray[i][j] = renderer->createImage();
            }
        }
    }
    
    TextureD3D_Cube::~TextureD3D_Cube()
    {
        // Delete the Images before the TextureStorage.
        // Images might be relying on the TextureStorage for some of their data.
        // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
        for (int i = 0; i < 6; i++)
        {
            for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
            {
                SafeDelete(mImageArray[i][j]);
            }
        }
    
        SafeDelete(mTexStorage);
    }
    
    ImageD3D *TextureD3D_Cube::getImage(int level, int layer) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(layer >= 0 && layer < 6);
        return mImageArray[layer][level];
    }
    
    ImageD3D *TextureD3D_Cube::getImage(const gl::ImageIndex &index) const
    {
        ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(index.layerIndex >= 0 && index.layerIndex < 6);
        return mImageArray[index.layerIndex][index.mipIndex];
    }
    
    GLsizei TextureD3D_Cube::getLayerCount(int level) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        return 6;
    }
    
    GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[layer][level]->getInternalFormat();
        else
            return GL_NONE;
    }
    
    bool TextureD3D_Cube::isDepth(GLint level, GLint layer) const
    {
        return gl::GetInternalFormatInfo(getInternalFormat(level, layer)).depthBits > 0;
    }
    
    gl::Error TextureD3D_Cube::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
                                        const gl::PixelUnpackState &unpack, const uint8_t *pixels)
    {
        ASSERT(size.depth == 1);
    
        GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
        gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
    
        redefineImage(index.layerIndex, level, sizedInternalFormat, size);
    
        return TextureD3D::setImage(index, type, unpack, pixels, 0);
    }
    
    gl::Error TextureD3D_Cube::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
                                           const gl::PixelUnpackState &unpack, const uint8_t *pixels)
    {
        ASSERT(area.depth == 1 && area.z == 0);
    
        gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
        return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0);
    }
    
    gl::Error TextureD3D_Cube::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
                                                  const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
    {
        ASSERT(size.depth == 1);
    
        // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
        size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target);
    
        redefineImage(faceIndex, level, internalFormat, size);
    
        gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
        return TextureD3D::setCompressedImage(index, unpack, pixels, 0);
    }
    
    gl::Error TextureD3D_Cube::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
                                                     const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
    {
        ASSERT(area.depth == 1 && area.z == 0);
    
        gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
    
        gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0);
        if (error.isError())
        {
            return error;
        }
    
        return commitRegion(index, area);
    }
    
    gl::Error TextureD3D_Cube::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
                                         const gl::Framebuffer *source)
    {
        size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target);
        GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, GL_UNSIGNED_BYTE);
    
        gl::Extents size(sourceArea.width, sourceArea.height, 1);
        redefineImage(faceIndex, level, sizedInternalFormat, size);
    
        gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
        gl::Offset destOffset(0, 0, 0);
    
        // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
        // so we should use the non-rendering copy path.
        if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
        {
            gl::Error error = mImageArray[faceIndex][level]->copy(destOffset, sourceArea, source);
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
        else
        {
            gl::Error error = ensureRenderTarget();
            if (error.isError())
            {
                return error;
            }
    
            mImageArray[faceIndex][level]->markClean();
    
            ASSERT(size.width == size.height);
    
            if (size.width > 0 && isValidFaceLevel(faceIndex, level))
            {
                error = mRenderer->copyImageCube(source, sourceArea, internalFormat, destOffset, mTexStorage, target, level);
                if (error.isError())
                {
                    return error;
                }
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_Cube::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
                                            const gl::Framebuffer *source)
    {
        size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target);
    
        gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
    
        // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
        // so we should use the non-rendering copy path.
        if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
        {
            gl::Error error = mImageArray[faceIndex][level]->copy(destOffset, sourceArea, source);
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
        else
        {
            gl::Error error = ensureRenderTarget();
            if (error.isError())
            {
                return error;
            }
    
            if (isValidFaceLevel(faceIndex, level))
            {
                error = updateStorageFaceLevel(faceIndex, level);
                if (error.isError())
                {
                    return error;
                }
    
                error = mRenderer->copyImageCube(source, sourceArea, gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
                                                 destOffset, mTexStorage, target, level);
                if (error.isError())
                {
                    return error;
                }
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_Cube::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
    {
        ASSERT(size.width == size.height);
        ASSERT(size.depth == 1);
    
        for (size_t level = 0; level < levels; level++)
        {
            GLsizei mipSize = std::max(1, size.width >> level);
            for (int faceIndex = 0; faceIndex < 6; faceIndex++)
            {
                mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, internalFormat, gl::Extents(mipSize, mipSize, 1), true);
            }
        }
    
        for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            for (int faceIndex = 0; faceIndex < 6; faceIndex++)
            {
                mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, GL_NONE, gl::Extents(0, 0, 0), true);
            }
        }
    
        // TODO(geofflang): Verify storage creation had no errors
        bool renderTarget = IsRenderTargetUsage(mUsage);
    
        TextureStorage *storage = mRenderer->createTextureStorageCube(internalFormat, renderTarget, size.width, levels, false);
    
        gl::Error error = setCompleteTexStorage(storage);
        if (error.isError())
        {
            SafeDelete(storage);
            return error;
        }
    
        error = updateStorage();
    
        if (error.isError())
        {
            return error;
        }
    
        mImmutable = true;
    
        return gl::Error(GL_NO_ERROR);
    }
    
    // Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool TextureD3D_Cube::isCubeComplete() const
    {
        int    baseWidth  = getBaseLevelWidth();
        int    baseHeight = getBaseLevelHeight();
        GLenum baseFormat = getBaseLevelInternalFormat();
    
        if (baseWidth <= 0 || baseWidth != baseHeight)
        {
            return false;
        }
    
        for (int faceIndex = 1; faceIndex < 6; faceIndex++)
        {
            const ImageD3D &faceBaseImage = *mImageArray[faceIndex][0];
    
            if (faceBaseImage.getWidth()          != baseWidth  ||
                faceBaseImage.getHeight()         != baseHeight ||
                faceBaseImage.getInternalFormat() != baseFormat )
            {
                return false;
            }
        }
    
        return true;
    }
    
    void TextureD3D_Cube::bindTexImage(egl::Surface *surface)
    {
        UNREACHABLE();
    }
    
    void TextureD3D_Cube::releaseTexImage()
    {
        UNREACHABLE();
    }
    
    
    void TextureD3D_Cube::initMipmapsImages()
    {
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        int levelCount = mipLevels();
        for (int faceIndex = 0; faceIndex < 6; faceIndex++)
        {
            for (int level = 1; level < levelCount; level++)
            {
                int faceLevelSize = (std::max(mImageArray[faceIndex][0]->getWidth() >> level, 1));
                redefineImage(faceIndex, level, mImageArray[faceIndex][0]->getInternalFormat(),
                              gl::Extents(faceLevelSize, faceLevelSize, 1));
            }
        }
    }
    
    unsigned int TextureD3D_Cube::getRenderTargetSerial(const gl::ImageIndex &index)
    {
        return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
    }
    
    gl::Error TextureD3D_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
    {
        ASSERT(gl::IsCubeMapTextureTarget(index.type));
    
        // ensure the underlying texture is created
        gl::Error error = ensureRenderTarget();
        if (error.isError())
        {
            return error;
        }
    
        error = updateStorageFaceLevel(index.layerIndex, index.mipIndex);
        if (error.isError())
        {
            return error;
        }
    
        return mTexStorage->getRenderTarget(index, outRT);
    }
    
    gl::Error TextureD3D_Cube::initializeStorage(bool renderTarget)
    {
        // Only initialize the first time this texture is used as a render target or shader resource
        if (mTexStorage)
        {
            return gl::Error(GL_NO_ERROR);
        }
    
        // do not attempt to create storage for nonexistant data
        if (!isFaceLevelComplete(0, 0))
        {
            return gl::Error(GL_NO_ERROR);
        }
    
        bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
    
        TextureStorage *storage = NULL;
        gl::Error error = createCompleteStorage(createRenderTarget, &storage);
        if (error.isError())
        {
            return error;
        }
    
        error = setCompleteTexStorage(storage);
        if (error.isError())
        {
            SafeDelete(storage);
            return error;
        }
    
        ASSERT(mTexStorage);
    
        // flush image data to the storage
        error = updateStorage();
        if (error.isError())
        {
            return error;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_Cube::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const
    {
        GLsizei size = getBaseLevelWidth();
    
        ASSERT(size > 0);
    
        // use existing storage level count, when previously specified by TexStorage*D
        GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(size, size, 1));
    
        bool hintLevelZeroOnly = false;
        if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
        {
            // 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 (int level = 1; level < levels && hintLevelZeroOnly; level++)
                {
                    hintLevelZeroOnly = !(mImageArray[faceIndex][level]->isDirty() && isFaceLevelComplete(faceIndex, level));
                }
            }
        }
    
        // TODO (geofflang): detect if storage creation succeeded
        *outTexStorage = mRenderer->createTextureStorageCube(getBaseLevelInternalFormat(), renderTarget, size, levels, hintLevelZeroOnly);
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_Cube::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
    {
        if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
        {
            for (int faceIndex = 0; faceIndex < 6; faceIndex++)
            {
                for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
                {
                    gl::Error error = mImageArray[faceIndex][level]->setManagedSurfaceCube(newCompleteTexStorage, faceIndex, level);
                    if (error.isError())
                    {
                        return error;
                    }
                }
            }
        }
    
        SafeDelete(mTexStorage);
        mTexStorage = newCompleteTexStorage;
    
        mDirtyImages = true;
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_Cube::updateStorage()
    {
        ASSERT(mTexStorage != NULL);
        GLint storageLevels = mTexStorage->getLevelCount();
        for (int face = 0; face < 6; face++)
        {
            for (int level = 0; level < storageLevels; level++)
            {
                if (mImageArray[face][level]->isDirty() && isFaceLevelComplete(face, level))
                {
                    gl::Error error = updateStorageFaceLevel(face, level);
                    if (error.isError())
                    {
                        return error;
                    }
                }
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    bool TextureD3D_Cube::isValidFaceLevel(int faceIndex, int level) const
    {
        return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
    }
    
    bool TextureD3D_Cube::isFaceLevelComplete(int faceIndex, int level) const
    {
        ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
    
        if (isImmutable())
        {
            return true;
        }
    
        int baseSize = getBaseLevelWidth();
    
        if (baseSize <= 0)
        {
            return false;
        }
    
        // "isCubeComplete" checks for base level completeness and we must call that
        // to determine if any face at level 0 is complete. We omit that check here
        // to avoid re-checking cube-completeness for every face at level 0.
        if (level == 0)
        {
            return true;
        }
    
        // Check that non-zero levels are consistent with the base level.
        const ImageD3D *faceLevelImage = mImageArray[faceIndex][level];
    
        if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat())
        {
            return false;
        }
    
        if (faceLevelImage->getWidth() != std::max(1, baseSize >> level))
        {
            return false;
        }
    
        return true;
    }
    
    bool TextureD3D_Cube::isImageComplete(const gl::ImageIndex &index) const
    {
        return isFaceLevelComplete(index.layerIndex, index.mipIndex);
    }
    
    gl::Error TextureD3D_Cube::updateStorageFaceLevel(int faceIndex, int level)
    {
        ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
        ImageD3D *image = mImageArray[faceIndex][level];
    
        if (image->isDirty())
        {
            GLenum faceTarget = gl::LayerIndexToCubeMapTextureTarget(faceIndex);
            gl::ImageIndex index = gl::ImageIndex::MakeCube(faceTarget, level);
            gl::Box region(0, 0, 0, image->getWidth(), image->getHeight(), 1);
            gl::Error error = commitRegion(index, region);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    void TextureD3D_Cube::redefineImage(int faceIndex, GLint level, GLenum internalformat, const gl::Extents &size)
    {
        // If there currently is a corresponding storage texture image, it has these parameters
        const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
        const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
        const GLenum storageFormat = getBaseLevelInternalFormat();
    
        mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, internalformat, size, false);
    
        if (mTexStorage)
        {
            const int storageLevels = mTexStorage->getLevelCount();
    
            if ((level >= storageLevels && storageLevels != 0) ||
                size.width != storageWidth ||
                size.height != storageHeight ||
                internalformat != storageFormat)   // Discard mismatched storage
            {
                for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
                {
                    for (int dirtyFace = 0; dirtyFace < 6; dirtyFace++)
                    {
                        mImageArray[dirtyFace][dirtyLevel]->markDirty();
                    }
                }
    
                SafeDelete(mTexStorage);
    
                mDirtyImages = true;
            }
        }
    }
    
    gl::ImageIndexIterator TextureD3D_Cube::imageIterator() const
    {
        return gl::ImageIndexIterator::MakeCube(0, mTexStorage->getLevelCount());
    }
    
    gl::ImageIndex TextureD3D_Cube::getImageIndex(GLint mip, GLint layer) const
    {
        // The "layer" of the image index corresponds to the cube face
        return gl::ImageIndex::MakeCube(gl::LayerIndexToCubeMapTextureTarget(layer), mip);
    }
    
    bool TextureD3D_Cube::isValidIndex(const gl::ImageIndex &index) const
    {
        return (mTexStorage && gl::IsCubeMapTextureTarget(index.type) &&
                index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
    }
    
    TextureD3D_3D::TextureD3D_3D(RendererD3D *renderer)
        : TextureD3D(renderer)
    {
        for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
        {
            mImageArray[i] = renderer->createImage();
        }
    }
    
    TextureD3D_3D::~TextureD3D_3D()
    {
        // Delete the Images before the TextureStorage.
        // Images might be relying on the TextureStorage for some of their data.
        // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
        for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
        {
            delete mImageArray[i];
        }
    
        SafeDelete(mTexStorage);
    }
    
    ImageD3D *TextureD3D_3D::getImage(int level, int layer) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(layer == 0);
        return mImageArray[level];
    }
    
    ImageD3D *TextureD3D_3D::getImage(const gl::ImageIndex &index) const
    {
        ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(!index.hasLayer());
        ASSERT(index.type == GL_TEXTURE_3D);
        return mImageArray[index.mipIndex];
    }
    
    GLsizei TextureD3D_3D::getLayerCount(int level) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        return 1;
    }
    
    GLsizei TextureD3D_3D::getWidth(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getWidth();
        else
            return 0;
    }
    
    GLsizei TextureD3D_3D::getHeight(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getHeight();
        else
            return 0;
    }
    
    GLsizei TextureD3D_3D::getDepth(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getDepth();
        else
            return 0;
    }
    
    GLenum TextureD3D_3D::getInternalFormat(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getInternalFormat();
        else
            return GL_NONE;
    }
    
    bool TextureD3D_3D::isDepth(GLint level) const
    {
        return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
    }
    
    gl::Error TextureD3D_3D::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
                                      const gl::PixelUnpackState &unpack, const uint8_t *pixels)
    {
        ASSERT(target == GL_TEXTURE_3D);
        GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
    
        redefineImage(level, sizedInternalFormat, size);
    
        bool fastUnpacked = false;
    
        gl::ImageIndex index = gl::ImageIndex::Make3D(level);
    
        // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
        if (isFastUnpackable(unpack, sizedInternalFormat) && !size.empty())
        {
            // Will try to create RT storage if it does not exist
            RenderTargetD3D *destRenderTarget = NULL;
            gl::Error error = getRenderTarget(index, &destRenderTarget);
            if (error.isError())
            {
                return error;
            }
    
            gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
    
            error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget);
            if (error.isError())
            {
                return error;
            }
    
            // Ensure we don't overwrite our newly initialized data
            mImageArray[level]->markClean();
    
            fastUnpacked = true;
        }
    
        if (!fastUnpacked)
        {
            gl::Error error = TextureD3D::setImage(index, type, unpack, pixels, 0);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_3D::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
                                         const gl::PixelUnpackState &unpack, const uint8_t *pixels)
    {
        ASSERT(target == GL_TEXTURE_3D);
    
        gl::ImageIndex index = gl::ImageIndex::Make3D(level);
    
        // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
        if (isFastUnpackable(unpack, getInternalFormat(level)))
        {
            RenderTargetD3D *destRenderTarget = NULL;
            gl::Error error = getRenderTarget(index, &destRenderTarget);
            if (error.isError())
            {
                return error;
            }
    
            ASSERT(!mImageArray[level]->isDirty());
    
            return fastUnpackPixels(unpack, pixels, area, getInternalFormat(level), type, destRenderTarget);
        }
        else
        {
            return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0);
        }
    }
    
    gl::Error TextureD3D_3D::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
                                                const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
    {
        ASSERT(target == GL_TEXTURE_3D);
    
        // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
        redefineImage(level, internalFormat, size);
    
        gl::ImageIndex index = gl::ImageIndex::Make3D(level);
        return TextureD3D::setCompressedImage(index, unpack, pixels, 0);
    }
    
    gl::Error TextureD3D_3D::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
                                                   const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
    {
        ASSERT(target == GL_TEXTURE_3D);
    
        gl::ImageIndex index = gl::ImageIndex::Make3D(level);
        gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0);
        if (error.isError())
        {
            return error;
        }
    
        return commitRegion(index, area);
    }
    
    gl::Error TextureD3D_3D::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
                                       const gl::Framebuffer *source)
    {
        UNIMPLEMENTED();
        return gl::Error(GL_INVALID_OPERATION, "Copying 3D textures is unimplemented.");
    }
    
    gl::Error TextureD3D_3D::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
                                          const gl::Framebuffer *source)
    {
        ASSERT(target == GL_TEXTURE_3D);
    
        gl::ImageIndex index = gl::ImageIndex::Make3D(level);
    
        if (canCreateRenderTargetForImage(index))
        {
            gl::Error error = mImageArray[level]->copy(destOffset, sourceArea, source);
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
        else
        {
            gl::Error error = ensureRenderTarget();
            if (error.isError())
            {
                return error;
            }
    
            if (isValidLevel(level))
            {
                error = updateStorageLevel(level);
                if (error.isError())
                {
                    return error;
                }
    
                error = mRenderer->copyImage3D(source, sourceArea,
                                               gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
                                               destOffset, mTexStorage, level);
                if (error.isError())
                {
                    return error;
                }
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_3D::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
    {
        ASSERT(target == GL_TEXTURE_3D);
    
        for (size_t level = 0; level < levels; level++)
        {
            gl::Extents levelSize(std::max(1, size.width >> level),
                                  std::max(1, size.height >> level),
                                  std::max(1, size.depth >> level));
            mImageArray[level]->redefine(GL_TEXTURE_3D, internalFormat, levelSize, true);
        }
    
        for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            mImageArray[level]->redefine(GL_TEXTURE_3D, GL_NONE, gl::Extents(0, 0, 0), true);
        }
    
        // TODO(geofflang): Verify storage creation had no errors
        bool renderTarget = IsRenderTargetUsage(mUsage);
        TextureStorage *storage = mRenderer->createTextureStorage3D(internalFormat, renderTarget, size.width, size.height, size.depth, levels);
    
        gl::Error error = setCompleteTexStorage(storage);
        if (error.isError())
        {
            SafeDelete(storage);
            return error;
        }
    
        error = updateStorage();
    
        if (error.isError())
        {
            return error;
        }
    
        mImmutable = true;
    
        return gl::Error(GL_NO_ERROR);
    }
    
    void TextureD3D_3D::bindTexImage(egl::Surface *surface)
    {
        UNREACHABLE();
    }
    
    void TextureD3D_3D::releaseTexImage()
    {
        UNREACHABLE();
    }
    
    
    void TextureD3D_3D::initMipmapsImages()
    {
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        int levelCount = mipLevels();
        for (int level = 1; level < levelCount; level++)
        {
            gl::Extents levelSize(std::max(getBaseLevelWidth() >> level, 1),
                                  std::max(getBaseLevelHeight() >> level, 1),
                                  std::max(getBaseLevelDepth() >> level, 1));
            redefineImage(level, getBaseLevelInternalFormat(), levelSize);
        }
    }
    
    unsigned int TextureD3D_3D::getRenderTargetSerial(const gl::ImageIndex &index)
    {
        return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
    }
    
    gl::Error TextureD3D_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
    {
        // ensure the underlying texture is created
        gl::Error error = ensureRenderTarget();
        if (error.isError())
        {
            return error;
        }
    
        if (index.hasLayer())
        {
            error = updateStorage();
            if (error.isError())
            {
                return error;
            }
        }
        else
        {
            error = updateStorageLevel(index.mipIndex);
            if (error.isError())
            {
                return error;
            }
        }
    
        return mTexStorage->getRenderTarget(index, outRT);
    }
    
    gl::Error TextureD3D_3D::initializeStorage(bool renderTarget)
    {
        // Only initialize the first time this texture is used as a render target or shader resource
        if (mTexStorage)
        {
            return gl::Error(GL_NO_ERROR);
        }
    
        // do not attempt to create storage for nonexistant data
        if (!isLevelComplete(0))
        {
            return gl::Error(GL_NO_ERROR);
        }
    
        bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
    
        TextureStorage *storage = NULL;
        gl::Error error = createCompleteStorage(createRenderTarget, &storage);
        if (error.isError())
        {
            return error;
        }
    
        error = setCompleteTexStorage(storage);
        if (error.isError())
        {
            SafeDelete(storage);
            return error;
        }
    
        ASSERT(mTexStorage);
    
        // flush image data to the storage
        error = updateStorage();
        if (error.isError())
        {
            return error;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_3D::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei depth = getBaseLevelDepth();
        GLenum internalFormat = getBaseLevelInternalFormat();
    
        ASSERT(width > 0 && height > 0 && depth > 0);
    
        // use existing storage level count, when previously specified by TexStorage*D
        GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, depth));
    
        // TODO: Verify creation of the storage succeeded
        *outStorage = mRenderer->createTextureStorage3D(internalFormat, renderTarget, width, height, depth, levels);
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_3D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
    {
        SafeDelete(mTexStorage);
        mTexStorage = newCompleteTexStorage;
        mDirtyImages = true;
    
        // We do not support managed 3D storage, as that is D3D9/ES2-only
        ASSERT(!mTexStorage->isManaged());
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_3D::updateStorage()
    {
        ASSERT(mTexStorage != NULL);
        GLint storageLevels = mTexStorage->getLevelCount();
        for (int level = 0; level < storageLevels; level++)
        {
            if (mImageArray[level]->isDirty() && isLevelComplete(level))
            {
                gl::Error error = updateStorageLevel(level);
                if (error.isError())
                {
                    return error;
                }
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    bool TextureD3D_3D::isValidLevel(int level) const
    {
        return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
    }
    
    bool TextureD3D_3D::isLevelComplete(int level) const
    {
        ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
    
        if (isImmutable())
        {
            return true;
        }
    
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei depth = getBaseLevelDepth();
    
        if (width <= 0 || height <= 0 || depth <= 0)
        {
            return false;
        }
    
        if (level == 0)
        {
            return true;
        }
    
        ImageD3D *levelImage = mImageArray[level];
    
        if (levelImage->getInternalFormat() != getBaseLevelInternalFormat())
        {
            return false;
        }
    
        if (levelImage->getWidth() != std::max(1, width >> level))
        {
            return false;
        }
    
        if (levelImage->getHeight() != std::max(1, height >> level))
        {
            return false;
        }
    
        if (levelImage->getDepth() != std::max(1, depth >> level))
        {
            return false;
        }
    
        return true;
    }
    
    bool TextureD3D_3D::isImageComplete(const gl::ImageIndex &index) const
    {
        return isLevelComplete(index.mipIndex);
    }
    
    gl::Error TextureD3D_3D::updateStorageLevel(int level)
    {
        ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
        ASSERT(isLevelComplete(level));
    
        if (mImageArray[level]->isDirty())
        {
            gl::ImageIndex index = gl::ImageIndex::Make3D(level);
            gl::Box region(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
            gl::Error error = commitRegion(index, region);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    void TextureD3D_3D::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size)
    {
        // If there currently is a corresponding storage texture image, it has these parameters
        const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
        const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
        const int storageDepth = std::max(1, getBaseLevelDepth() >> level);
        const GLenum storageFormat = getBaseLevelInternalFormat();
    
        mImageArray[level]->redefine(GL_TEXTURE_3D, internalformat, size, false);
    
        if (mTexStorage)
        {
            const int storageLevels = mTexStorage->getLevelCount();
    
            if ((level >= storageLevels && storageLevels != 0) ||
                size.width != storageWidth ||
                size.height != storageHeight ||
                size.depth != storageDepth ||
                internalformat != storageFormat)   // Discard mismatched storage
            {
                for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
                {
                    mImageArray[i]->markDirty();
                }
    
                SafeDelete(mTexStorage);
                mDirtyImages = true;
            }
        }
    }
    
    gl::ImageIndexIterator TextureD3D_3D::imageIterator() const
    {
        return gl::ImageIndexIterator::Make3D(0, mTexStorage->getLevelCount(),
                                              gl::ImageIndex::ENTIRE_LEVEL, gl::ImageIndex::ENTIRE_LEVEL);
    }
    
    gl::ImageIndex TextureD3D_3D::getImageIndex(GLint mip, GLint /*layer*/) const
    {
        // The "layer" here does not apply to 3D images. We use one Image per mip.
        return gl::ImageIndex::Make3D(mip);
    }
    
    bool TextureD3D_3D::isValidIndex(const gl::ImageIndex &index) const
    {
        return (mTexStorage && index.type == GL_TEXTURE_3D &&
                index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
    }
    
    TextureD3D_2DArray::TextureD3D_2DArray(RendererD3D *renderer)
        : TextureD3D(renderer)
    {
        for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
        {
            mLayerCounts[level] = 0;
            mImageArray[level] = NULL;
        }
    }
    
    TextureD3D_2DArray::~TextureD3D_2DArray()
    {
        // Delete the Images before the TextureStorage.
        // Images might be relying on the TextureStorage for some of their data.
        // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
        deleteImages();
        SafeDelete(mTexStorage);
    }
    
    ImageD3D *TextureD3D_2DArray::getImage(int level, int layer) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT((layer == 0 && mLayerCounts[level] == 0) ||
               layer < mLayerCounts[level]);
        return (mImageArray[level] ? mImageArray[level][layer] : NULL);
    }
    
    ImageD3D *TextureD3D_2DArray::getImage(const gl::ImageIndex &index) const
    {
        ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT((index.layerIndex == 0 && mLayerCounts[index.mipIndex] == 0) ||
               index.layerIndex < mLayerCounts[index.mipIndex]);
        ASSERT(index.type == GL_TEXTURE_2D_ARRAY);
        return (mImageArray[index.mipIndex] ? mImageArray[index.mipIndex][index.layerIndex] : NULL);
    }
    
    GLsizei TextureD3D_2DArray::getLayerCount(int level) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        return mLayerCounts[level];
    }
    
    GLsizei TextureD3D_2DArray::getWidth(GLint level) const
    {
        return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getWidth() : 0;
    }
    
    GLsizei TextureD3D_2DArray::getHeight(GLint level) const
    {
        return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getHeight() : 0;
    }
    
    GLenum TextureD3D_2DArray::getInternalFormat(GLint level) const
    {
        return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getInternalFormat() : GL_NONE;
    }
    
    bool TextureD3D_2DArray::isDepth(GLint level) const
    {
        return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
    }
    
    gl::Error TextureD3D_2DArray::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
                                           const gl::PixelUnpackState &unpack, const uint8_t *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D_ARRAY);
    
        GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
    
        redefineImage(level, sizedInternalFormat, size);
    
        const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(sizedInternalFormat);
        GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, size.width, size.height, unpack.alignment, unpack.rowLength);
    
        for (int i = 0; i < size.depth; i++)
        {
            const ptrdiff_t layerOffset = (inputDepthPitch * i);
            gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i);
            gl::Error error = TextureD3D::setImage(index, type, unpack, pixels, layerOffset);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2DArray::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
                                              const gl::PixelUnpackState &unpack, const uint8_t *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D_ARRAY);
    
        const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(getInternalFormat(level));
        GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, area.width, area.height, unpack.alignment, unpack.rowLength);
    
        for (int i = 0; i < area.depth; i++)
        {
            int layer = area.z + i;
            const ptrdiff_t layerOffset = (inputDepthPitch * i);
    
            gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1);
    
            gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
            gl::Error error = TextureD3D::subImage(index, layerArea, format, type, unpack, pixels, layerOffset);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2DArray::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
                                                     const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D_ARRAY);
    
        // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
        redefineImage(level, internalFormat, size);
    
        const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat);
        GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, size.width, size.height, 1, 0);
    
        for (int i = 0; i < size.depth; i++)
        {
            const ptrdiff_t layerOffset = (inputDepthPitch * i);
    
            gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i);
            gl::Error error = TextureD3D::setCompressedImage(index, unpack, pixels, layerOffset);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2DArray::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
                                                        const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D_ARRAY);
    
        const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format);
        GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0);
    
        for (int i = 0; i < area.depth; i++)
        {
            int layer = area.z + i;
            const ptrdiff_t layerOffset = (inputDepthPitch * i);
    
            gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1);
    
            gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
            gl::Error error = TextureD3D::subImageCompressed(index, layerArea, format, unpack, pixels, layerOffset);
            if (error.isError())
            {
                return error;
            }
    
            error = commitRegion(index, layerArea);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2DArray::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
                                            const gl::Framebuffer *source)
    {
        UNIMPLEMENTED();
        return gl::Error(GL_INVALID_OPERATION, "Copying 2D array textures is unimplemented.");
    }
    
    gl::Error TextureD3D_2DArray::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
                                               const gl::Framebuffer *source)
    {
        ASSERT(target == GL_TEXTURE_2D_ARRAY);
    
        gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z);
    
        if (canCreateRenderTargetForImage(index))
        {
            gl::Offset destLayerOffset(destOffset.x, destOffset.y, 0);
            gl::Error error = mImageArray[level][destOffset.z]->copy(destLayerOffset, sourceArea, source);
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
        else
        {
            gl::Error error = ensureRenderTarget();
            if (error.isError())
            {
                return error;
            }
    
            if (isValidLevel(level))
            {
                error = updateStorageLevel(level);
                if (error.isError())
                {
                    return error;
                }
    
                error = mRenderer->copyImage2DArray(source, sourceArea, gl::GetInternalFormatInfo(getInternalFormat(0)).format,
                                                    destOffset, mTexStorage, level);
                if (error.isError())
                {
                    return error;
                }
            }
        }
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2DArray::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
    {
        ASSERT(target == GL_TEXTURE_2D_ARRAY);
    
        deleteImages();
    
        for (size_t level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            gl::Extents levelLayerSize(std::max(1, size.width >> level),
                                       std::max(1, size.height >> level),
                                       1);
    
            mLayerCounts[level] = (level < levels ? size.depth : 0);
    
            if (mLayerCounts[level] > 0)
            {
                // Create new images for this level
                mImageArray[level] = new ImageD3D*[mLayerCounts[level]];
    
                for (int layer = 0; layer < mLayerCounts[level]; layer++)
                {
                    mImageArray[level][layer] = mRenderer->createImage();
                    mImageArray[level][layer]->redefine(GL_TEXTURE_2D_ARRAY, internalFormat, levelLayerSize, true);
                }
            }
        }
    
        // TODO(geofflang): Verify storage creation had no errors
        bool renderTarget = IsRenderTargetUsage(mUsage);
        TextureStorage *storage = mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, size.width, size.height, size.depth, levels);
    
        gl::Error error = setCompleteTexStorage(storage);
        if (error.isError())
        {
            SafeDelete(storage);
            return error;
        }
    
        error = updateStorage();
    
        if (error.isError())
        {
            return error;
        }
    
        mImmutable = true;
    
        return gl::Error(GL_NO_ERROR);
    }
    
    void TextureD3D_2DArray::bindTexImage(egl::Surface *surface)
    {
        UNREACHABLE();
    }
    
    void TextureD3D_2DArray::releaseTexImage()
    {
        UNREACHABLE();
    }
    
    
    void TextureD3D_2DArray::initMipmapsImages()
    {
        int baseWidth = getBaseLevelWidth();
        int baseHeight = getBaseLevelHeight();
        int baseDepth = getLayerCount(0);
        GLenum baseFormat = getBaseLevelInternalFormat();
    
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        int levelCount = mipLevels();
        for (int level = 1; level < levelCount; level++)
        {
            gl::Extents levelLayerSize(std::max(baseWidth >> level, 1),
                                       std::max(baseHeight >> level, 1),
                                       baseDepth);
            redefineImage(level, baseFormat, levelLayerSize);
        }
    }
    
    unsigned int TextureD3D_2DArray::getRenderTargetSerial(const gl::ImageIndex &index)
    {
        return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
    }
    
    gl::Error TextureD3D_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
    {
        // ensure the underlying texture is created
        gl::Error error = ensureRenderTarget();
        if (error.isError())
        {
            return error;
        }
    
        error = updateStorageLevel(index.mipIndex);
        if (error.isError())
        {
            return error;
        }
    
        return mTexStorage->getRenderTarget(index, outRT);
    }
    
    gl::Error TextureD3D_2DArray::initializeStorage(bool renderTarget)
    {
        // Only initialize the first time this texture is used as a render target or shader resource
        if (mTexStorage)
        {
            return gl::Error(GL_NO_ERROR);
        }
    
        // do not attempt to create storage for nonexistant data
        if (!isLevelComplete(0))
        {
            return gl::Error(GL_NO_ERROR);
        }
    
        bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
    
        TextureStorage *storage = NULL;
        gl::Error error = createCompleteStorage(createRenderTarget, &storage);
        if (error.isError())
        {
            return error;
        }
    
        error = setCompleteTexStorage(storage);
        if (error.isError())
        {
            SafeDelete(storage);
            return error;
        }
    
        ASSERT(mTexStorage);
    
        // flush image data to the storage
        error = updateStorage();
        if (error.isError())
        {
            return error;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2DArray::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei depth = getLayerCount(0);
        GLenum internalFormat = getBaseLevelInternalFormat();
    
        ASSERT(width > 0 && height > 0 && depth > 0);
    
        // use existing storage level count, when previously specified by TexStorage*D
        GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
    
        // TODO(geofflang): Verify storage creation succeeds
        *outStorage = mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, width, height, depth, levels);
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2DArray::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
    {
        SafeDelete(mTexStorage);
        mTexStorage = newCompleteTexStorage;
        mDirtyImages = true;
    
        // We do not support managed 2D array storage, as managed storage is ES2/D3D9 only
        ASSERT(!mTexStorage->isManaged());
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2DArray::updateStorage()
    {
        ASSERT(mTexStorage != NULL);
        GLint storageLevels = mTexStorage->getLevelCount();
        for (int level = 0; level < storageLevels; level++)
        {
            if (isLevelComplete(level))
            {
                gl::Error error = updateStorageLevel(level);
                if (error.isError())
                {
                    return error;
                }
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    bool TextureD3D_2DArray::isValidLevel(int level) const
    {
        return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
    }
    
    bool TextureD3D_2DArray::isLevelComplete(int level) const
    {
        ASSERT(level >= 0 && level < (int)ArraySize(mImageArray));
    
        if (isImmutable())
        {
            return true;
        }
    
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei layers = getLayerCount(0);
    
        if (width <= 0 || height <= 0 || layers <= 0)
        {
            return false;
        }
    
        if (level == 0)
        {
            return true;
        }
    
        if (getInternalFormat(level) != getInternalFormat(0))
        {
            return false;
        }
    
        if (getWidth(level) != std::max(1, width >> level))
        {
            return false;
        }
    
        if (getHeight(level) != std::max(1, height >> level))
        {
            return false;
        }
    
        if (getLayerCount(level) != layers)
        {
            return false;
        }
    
        return true;
    }
    
    bool TextureD3D_2DArray::isImageComplete(const gl::ImageIndex &index) const
    {
        return isLevelComplete(index.mipIndex);
    }
    
    gl::Error TextureD3D_2DArray::updateStorageLevel(int level)
    {
        ASSERT(level >= 0 && level < (int)ArraySize(mLayerCounts));
        ASSERT(isLevelComplete(level));
    
        for (int layer = 0; layer < mLayerCounts[level]; layer++)
        {
            ASSERT(mImageArray[level] != NULL && mImageArray[level][layer] != NULL);
            if (mImageArray[level][layer]->isDirty())
            {
                gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
                gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1);
                gl::Error error = commitRegion(index, region);
                if (error.isError())
                {
                    return error;
                }
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    void TextureD3D_2DArray::deleteImages()
    {
        for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
        {
            for (int layer = 0; layer < mLayerCounts[level]; ++layer)
            {
                delete mImageArray[level][layer];
            }
            delete[] mImageArray[level];
            mImageArray[level] = NULL;
            mLayerCounts[level] = 0;
        }
    }
    
    void TextureD3D_2DArray::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size)
    {
        // If there currently is a corresponding storage texture image, it has these parameters
        const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
        const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
        const int storageDepth = getLayerCount(0);
        const GLenum storageFormat = getBaseLevelInternalFormat();
    
        for (int layer = 0; layer < mLayerCounts[level]; layer++)
        {
            delete mImageArray[level][layer];
        }
        delete[] mImageArray[level];
        mImageArray[level] = NULL;
        mLayerCounts[level] = size.depth;
    
        if (size.depth > 0)
        {
            mImageArray[level] = new ImageD3D*[size.depth]();
    
            for (int layer = 0; layer < mLayerCounts[level]; layer++)
            {
                mImageArray[level][layer] = mRenderer->createImage();
                mImageArray[level][layer]->redefine(GL_TEXTURE_2D_ARRAY, internalformat,
                                                    gl::Extents(size.width, size.height, 1), false);
            }
        }
    
        if (mTexStorage)
        {
            const int storageLevels = mTexStorage->getLevelCount();
    
            if ((level >= storageLevels && storageLevels != 0) ||
                size.width != storageWidth ||
                size.height != storageHeight ||
                size.depth != storageDepth ||
                internalformat != storageFormat)   // Discard mismatched storage
            {
                for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
                {
                    for (int dirtyLayer = 0; dirtyLayer < mLayerCounts[dirtyLevel]; dirtyLayer++)
                    {
                        mImageArray[dirtyLevel][dirtyLayer]->markDirty();
                    }
                }
    
                delete mTexStorage;
                mTexStorage = NULL;
                mDirtyImages = true;
            }
        }
    }
    
    gl::ImageIndexIterator TextureD3D_2DArray::imageIterator() const
    {
        return gl::ImageIndexIterator::Make2DArray(0, mTexStorage->getLevelCount(), mLayerCounts);
    }
    
    gl::ImageIndex TextureD3D_2DArray::getImageIndex(GLint mip, GLint layer) const
    {
        return gl::ImageIndex::Make2DArray(mip, layer);
    }
    
    bool TextureD3D_2DArray::isValidIndex(const gl::ImageIndex &index) const
    {
        // Check for having a storage and the right type of index
        if (!mTexStorage || index.type != GL_TEXTURE_2D_ARRAY)
        {
            return false;
        }
    
        // Check the mip index
        if (index.mipIndex < 0 || index.mipIndex >= mTexStorage->getLevelCount())
        {
            return false;
        }
    
        // Check the layer index
        return (!index.hasLayer() || (index.layerIndex >= 0 && index.layerIndex < mLayerCounts[index.mipIndex]));
    }
    
    }