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kc3-lang/angle/src/libGLESv2/Texture.cpp

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  • Author : jbauman@chromium.org
    Date : 2012-07-12 23:28:41
    Hash : 68715287
    Message : Scale up non-multiple-of-4 dxt textures D3D doesn't support DXT textures that aren't a multiple of 4 in size, so multiply the sizes by 2 or 4 so they work. Then ensure sampler parameters are set up correctly so they don't sample the unuploaded miplevels. BUG=https://code.google.com/p/angleproject/issues/detail?id=237 TEST= Review URL: https://codereview.appspot.com/6287045 git-svn-id: https://angleproject.googlecode.com/svn/trunk@1222 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Texture.cpp
  • //
    // Copyright (c) 2002-2010 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.
    //
    
    // Texture.cpp: Implements the gl::Texture class and its derived classes
    // Texture2D and TextureCubeMap. Implements GL texture objects and related
    // functionality. [OpenGL ES 2.0.24] section 3.7 page 63.
    
    #include "libGLESv2/Texture.h"
    
    #include <d3dx9tex.h>
    
    #include <algorithm>
    #include <intrin.h>
    
    #include "common/debug.h"
    
    #include "libEGL/Display.h"
    
    #include "libGLESv2/main.h"
    #include "libGLESv2/mathutil.h"
    #include "libGLESv2/utilities.h"
    #include "libGLESv2/Blit.h"
    #include "libGLESv2/Framebuffer.h"
    
    namespace gl
    {
    unsigned int TextureStorage::mCurrentTextureSerial = 1;
    
    static D3DFORMAT ConvertTextureFormatType(GLenum format, GLenum type)
    {
        if (IsDepthTexture(format))
        {
            return D3DFMT_INTZ;
        }
        else if (format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||
                 format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT)
        {
            return D3DFMT_DXT1;
        }
        else if (format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE)
        {
            return D3DFMT_DXT3;
        }
        else if (format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE)
        {
            return D3DFMT_DXT5;
        }
        else if (type == GL_FLOAT)
        {
            return D3DFMT_A32B32G32R32F;
        }
        else if (type == GL_HALF_FLOAT_OES)
        {
            return D3DFMT_A16B16G16R16F;
        }
        else if (type == GL_UNSIGNED_BYTE)
        {
            if (format == GL_LUMINANCE && getContext()->supportsLuminanceTextures())
            {
                return D3DFMT_L8;
            }
            else if (format == GL_LUMINANCE_ALPHA && getContext()->supportsLuminanceAlphaTextures())
            {
                return D3DFMT_A8L8;
            }
            else if (format == GL_RGB)
            {
                return D3DFMT_X8R8G8B8;
            }
    
            return D3DFMT_A8R8G8B8;
        }
    
        return D3DFMT_A8R8G8B8;
    }
    
    static bool IsTextureFormatRenderable(D3DFORMAT format)
    {
        if (format == D3DFMT_INTZ)
        {
            return true;
        }
        switch(format)
        {
          case D3DFMT_L8:
          case D3DFMT_A8L8:
          case D3DFMT_DXT1:
          case D3DFMT_DXT3:
          case D3DFMT_DXT5:
            return false;
          case D3DFMT_A8R8G8B8:
          case D3DFMT_X8R8G8B8:
          case D3DFMT_A16B16G16R16F:
          case D3DFMT_A32B32G32R32F:
            return true;
          default:
            UNREACHABLE();
        }
    
        return false;
    }
    
    static inline DWORD GetTextureUsage(D3DFORMAT d3dfmt, GLenum glusage, bool forceRenderable)
    {
        DWORD d3dusage = 0;
    
        if (d3dfmt == D3DFMT_INTZ)
        {
            d3dusage |= D3DUSAGE_DEPTHSTENCIL;
        }
        else if(forceRenderable || (IsTextureFormatRenderable(d3dfmt) && (glusage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE)))
        {
            d3dusage |= D3DUSAGE_RENDERTARGET;
        }
        return d3dusage;
    }
    
    static void MakeValidSize(bool isImage, bool isCompressed, GLsizei *requestWidth, GLsizei *requestHeight, int *levelOffset) {
        int upsampleCount = 0;
    
        if (isCompressed)
        {
            // Don't expand the size of full textures that are at least 4x4
            // already.
            if (isImage || *requestWidth < 4 || *requestHeight < 4)
            {
                while (*requestWidth % 4 != 0 || *requestHeight % 4 != 0)
                {
                    *requestWidth <<= 1;
                    *requestHeight <<= 1;
                    upsampleCount++;
                }
            }
        }
        *levelOffset = upsampleCount;
    }
    
    Image::Image()
    {
        mWidth = 0; 
        mHeight = 0;
        mFormat = GL_NONE;
        mType = GL_UNSIGNED_BYTE;
    
        mSurface = NULL;
    
        mDirty = false;
    
        mD3DPool = D3DPOOL_SYSTEMMEM;
        mD3DFormat = D3DFMT_UNKNOWN;
    }
    
    Image::~Image()
    {
        if (mSurface)
        {
            mSurface->Release();
        }
    }
    
    bool Image::redefine(GLenum format, GLsizei width, GLsizei height, GLenum type, bool forceRelease)
    {
        if (mWidth != width ||
            mHeight != height ||
            mFormat != format ||
            mType != type ||
            forceRelease)
        {
            mWidth = width;
            mHeight = height;
            mFormat = format;
            mType = type;
            // compute the d3d format that will be used
            mD3DFormat = ConvertTextureFormatType(mFormat, mType);
    
            if (mSurface)
            {
                mSurface->Release();
                mSurface = NULL;
            }
    
            return true;
        }
    
        return false;
    }
    
    void Image::createSurface()
    {
        if(mSurface)
        {
            return;
        }
    
        IDirect3DTexture9 *newTexture = NULL;
        IDirect3DSurface9 *newSurface = NULL;
        const D3DPOOL poolToUse = D3DPOOL_SYSTEMMEM;
        const D3DFORMAT d3dFormat = getD3DFormat();
        ASSERT(d3dFormat != D3DFMT_INTZ); // We should never get here for depth textures
    
        if (mWidth != 0 && mHeight != 0)
        {
            int levelToFetch = 0;
            GLsizei requestWidth = mWidth;
            GLsizei requestHeight = mHeight;
            MakeValidSize(true, IsCompressed(mFormat), &requestWidth, &requestHeight, &levelToFetch);
    
            HRESULT result = getDevice()->CreateTexture(requestWidth, requestHeight, levelToFetch + 1, NULL, d3dFormat,
                                                        poolToUse, &newTexture, NULL);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                ERR("Creating image surface failed.");
                return error(GL_OUT_OF_MEMORY);
            }
    
            newTexture->GetSurfaceLevel(levelToFetch, &newSurface);
            newTexture->Release();
        }
    
        mSurface = newSurface;
        mDirty = false;
        mD3DPool = poolToUse;
    }
    
    HRESULT Image::lock(D3DLOCKED_RECT *lockedRect, const RECT *rect)
    {
        createSurface();
    
        HRESULT result = D3DERR_INVALIDCALL;
    
        if (mSurface)
        {
            result = mSurface->LockRect(lockedRect, rect, 0);
            ASSERT(SUCCEEDED(result));
    
            mDirty = true;
        }
    
        return result;
    }
    
    void Image::unlock()
    {
        if (mSurface)
        {
            HRESULT result = mSurface->UnlockRect();
            ASSERT(SUCCEEDED(result));
        }
    }
    
    bool Image::isRenderableFormat() const
    {    
        return IsTextureFormatRenderable(getD3DFormat());
    }
    
    D3DFORMAT Image::getD3DFormat() const
    {
        // this should only happen if the image hasn't been redefined first
        // which would be a bug by the caller
        ASSERT(mD3DFormat != D3DFMT_UNKNOWN);
    
        return mD3DFormat;
    }
    
    IDirect3DSurface9 *Image::getSurface()
    {
        createSurface();
    
        return mSurface;
    }
    
    void Image::setManagedSurface(IDirect3DSurface9 *surface)
    {
        if (mSurface)
        {
            D3DXLoadSurfaceFromSurface(surface, NULL, NULL, mSurface, NULL, NULL, D3DX_FILTER_BOX, 0);
            mSurface->Release();
        }
    
        D3DSURFACE_DESC desc;
        surface->GetDesc(&desc);
        ASSERT(desc.Pool == D3DPOOL_MANAGED);
    
        mSurface = surface;
        mD3DPool = desc.Pool;
    }
    
    void Image::updateSurface(IDirect3DSurface9 *destSurface, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        IDirect3DSurface9 *sourceSurface = getSurface();
    
        if (sourceSurface && sourceSurface != destSurface)
        {
            RECT rect;
            rect.left = xoffset;
            rect.top = yoffset;
            rect.right = xoffset + width;
            rect.bottom = yoffset + height;
    
            if (mD3DPool == D3DPOOL_MANAGED)
            {
                HRESULT result = D3DXLoadSurfaceFromSurface(destSurface, NULL, &rect, sourceSurface, NULL, &rect, D3DX_FILTER_BOX, 0);
                ASSERT(SUCCEEDED(result));
            }
            else
            {
                // UpdateSurface: source must be SYSTEMMEM, dest must be DEFAULT pools 
                POINT point = {rect.left, rect.top};
                HRESULT result = getDevice()->UpdateSurface(sourceSurface, &rect, destSurface, &point);
                ASSERT(SUCCEEDED(result));
            }
        }
    }
    
    // Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
    // into the target pixel rectangle.
    void Image::loadData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum type,
                         GLint unpackAlignment, const void *input)
    {
        RECT lockRect =
        {
            xoffset, yoffset,
            xoffset + width, yoffset + height
        };
    
        D3DLOCKED_RECT locked;
        HRESULT result = lock(&locked, &lockRect);
        if (FAILED(result))
        {
            return;
        }
    
        GLsizei inputPitch = ComputePitch(width, mFormat, type, unpackAlignment);
    
        switch (type)
        {
          case GL_UNSIGNED_BYTE:
            switch (mFormat)
            {
              case GL_ALPHA:
                if (supportsSSE2())
                {
                    loadAlphaDataSSE2(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                }
                else
                {
                    loadAlphaData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                }
                break;
              case GL_LUMINANCE:
                loadLuminanceData(width, height, inputPitch, input, locked.Pitch, locked.pBits, getD3DFormat() == D3DFMT_L8);
                break;
              case GL_LUMINANCE_ALPHA:
                loadLuminanceAlphaData(width, height, inputPitch, input, locked.Pitch, locked.pBits, getD3DFormat() == D3DFMT_A8L8);
                break;
              case GL_RGB:
                loadRGBUByteData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              case GL_RGBA:
                if (supportsSSE2())
                {
                    loadRGBAUByteDataSSE2(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                }
                else
                {
                    loadRGBAUByteData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                }
                break;
              case GL_BGRA_EXT:
                loadBGRAData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              default: UNREACHABLE();
            }
            break;
          case GL_UNSIGNED_SHORT_5_6_5:
            switch (mFormat)
            {
              case GL_RGB:
                loadRGB565Data(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              default: UNREACHABLE();
            }
            break;
          case GL_UNSIGNED_SHORT_4_4_4_4:
            switch (mFormat)
            {
              case GL_RGBA:
                loadRGBA4444Data(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              default: UNREACHABLE();
            }
            break;
          case GL_UNSIGNED_SHORT_5_5_5_1:
            switch (mFormat)
            {
              case GL_RGBA:
                loadRGBA5551Data(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              default: UNREACHABLE();
            }
            break;
          case GL_FLOAT:
            switch (mFormat)
            {
              // float textures are converted to RGBA, not BGRA, as they're stored that way in D3D
              case GL_ALPHA:
                loadAlphaFloatData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              case GL_LUMINANCE:
                loadLuminanceFloatData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              case GL_LUMINANCE_ALPHA:
                loadLuminanceAlphaFloatData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              case GL_RGB:
                loadRGBFloatData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              case GL_RGBA:
                loadRGBAFloatData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              default: UNREACHABLE();
            }
            break;
          case GL_HALF_FLOAT_OES:
            switch (mFormat)
            {
              // float textures are converted to RGBA, not BGRA, as they're stored that way in D3D
              case GL_ALPHA:
                loadAlphaHalfFloatData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              case GL_LUMINANCE:
                loadLuminanceHalfFloatData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              case GL_LUMINANCE_ALPHA:
                loadLuminanceAlphaHalfFloatData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              case GL_RGB:
                loadRGBHalfFloatData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              case GL_RGBA:
                loadRGBAHalfFloatData(width, height, inputPitch, input, locked.Pitch, locked.pBits);
                break;
              default: UNREACHABLE();
            }
            break;
          default: UNREACHABLE();
        }
    
        unlock();
    }
    
    void Image::loadAlphaData(GLsizei width, GLsizei height,
                              int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned char *source = NULL;
        unsigned char *dest = NULL;
        
        for (int y = 0; y < height; y++)
        {
            source = static_cast<const unsigned char*>(input) + y * inputPitch;
            dest = static_cast<unsigned char*>(output) + y * outputPitch;
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = 0;
                dest[4 * x + 1] = 0;
                dest[4 * x + 2] = 0;
                dest[4 * x + 3] = source[x];
            }
        }
    }
    
    void Image::loadAlphaDataSSE2(GLsizei width, GLsizei height,
                                  int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned char *source = NULL;
        unsigned int *dest = NULL;
        __m128i zeroWide = _mm_setzero_si128();
    
        for (int y = 0; y < height; y++)
        {
            source = static_cast<const unsigned char*>(input) + y * inputPitch;
            dest = reinterpret_cast<unsigned int*>(static_cast<unsigned char*>(output) + y * outputPitch);
    
            int x;
            // Make output writes aligned
            for (x = 0; ((reinterpret_cast<intptr_t>(&dest[x]) & 0xF) != 0 && x < width); x++)
            {
                dest[x] = static_cast<unsigned int>(source[x]) << 24;
            }
    
            for (; x + 7 < width; x += 8)
            {
                __m128i sourceData = _mm_loadl_epi64(reinterpret_cast<const __m128i*>(&source[x]));
                // Interleave each byte to 16bit, make the lower byte to zero
                sourceData = _mm_unpacklo_epi8(zeroWide, sourceData);
                // Interleave each 16bit to 32bit, make the lower 16bit to zero
                __m128i lo = _mm_unpacklo_epi16(zeroWide, sourceData);
                __m128i hi = _mm_unpackhi_epi16(zeroWide, sourceData);
    
                _mm_store_si128(reinterpret_cast<__m128i*>(&dest[x]), lo);
                _mm_store_si128(reinterpret_cast<__m128i*>(&dest[x + 4]), hi);
            }
    
            // Handle the remainder
            for (; x < width; x++)
            {
                dest[x] = static_cast<unsigned int>(source[x]) << 24;
            }
        }
    }
    
    void Image::loadAlphaFloatData(GLsizei width, GLsizei height,
                                   int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const float *source = NULL;
        float *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + y * outputPitch);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = 0;
                dest[4 * x + 1] = 0;
                dest[4 * x + 2] = 0;
                dest[4 * x + 3] = source[x];
            }
        }
    }
    
    void Image::loadAlphaHalfFloatData(GLsizei width, GLsizei height,
                                       int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned short *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + y * outputPitch);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = 0;
                dest[4 * x + 1] = 0;
                dest[4 * x + 2] = 0;
                dest[4 * x + 3] = source[x];
            }
        }
    }
    
    void Image::loadLuminanceData(GLsizei width, GLsizei height,
                                  int inputPitch, const void *input, size_t outputPitch, void *output, bool native) const
    {
        const unsigned char *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = static_cast<const unsigned char*>(input) + y * inputPitch;
            dest = static_cast<unsigned char*>(output) + y * outputPitch;
    
            if (!native)   // BGRA8 destination format
            {
                for (int x = 0; x < width; x++)
                {
                    dest[4 * x + 0] = source[x];
                    dest[4 * x + 1] = source[x];
                    dest[4 * x + 2] = source[x];
                    dest[4 * x + 3] = 0xFF;
                }
            }
            else   // L8 destination format
            {
                memcpy(dest, source, width);
            }
        }
    }
    
    void Image::loadLuminanceFloatData(GLsizei width, GLsizei height,
                                       int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const float *source = NULL;
        float *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + y * outputPitch);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[x];
                dest[4 * x + 1] = source[x];
                dest[4 * x + 2] = source[x];
                dest[4 * x + 3] = 1.0f;
            }
        }
    }
    
    void Image::loadLuminanceHalfFloatData(GLsizei width, GLsizei height,
                                           int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned short *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + y * outputPitch);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[x];
                dest[4 * x + 1] = source[x];
                dest[4 * x + 2] = source[x];
                dest[4 * x + 3] = 0x3C00; // SEEEEEMMMMMMMMMM, S = 0, E = 15, M = 0: 16bit flpt representation of 1
            }
        }
    }
    
    void Image::loadLuminanceAlphaData(GLsizei width, GLsizei height,
                                       int inputPitch, const void *input, size_t outputPitch, void *output, bool native) const
    {
        const unsigned char *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = static_cast<const unsigned char*>(input) + y * inputPitch;
            dest = static_cast<unsigned char*>(output) + y * outputPitch;
            
            if (!native)   // BGRA8 destination format
            {
                for (int x = 0; x < width; x++)
                {
                    dest[4 * x + 0] = source[2*x+0];
                    dest[4 * x + 1] = source[2*x+0];
                    dest[4 * x + 2] = source[2*x+0];
                    dest[4 * x + 3] = source[2*x+1];
                }
            }
            else
            {
                memcpy(dest, source, width * 2);
            }
        }
    }
    
    void Image::loadLuminanceAlphaFloatData(GLsizei width, GLsizei height,
                                            int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const float *source = NULL;
        float *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + y * outputPitch);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[2*x+0];
                dest[4 * x + 1] = source[2*x+0];
                dest[4 * x + 2] = source[2*x+0];
                dest[4 * x + 3] = source[2*x+1];
            }
        }
    }
    
    void Image::loadLuminanceAlphaHalfFloatData(GLsizei width, GLsizei height,
                                                int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned short *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + y * outputPitch);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[2*x+0];
                dest[4 * x + 1] = source[2*x+0];
                dest[4 * x + 2] = source[2*x+0];
                dest[4 * x + 3] = source[2*x+1];
            }
        }
    }
    
    void Image::loadRGBUByteData(GLsizei width, GLsizei height,
                                 int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned char *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = static_cast<const unsigned char*>(input) + y * inputPitch;
            dest = static_cast<unsigned char*>(output) + y * outputPitch;
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[x * 3 + 2];
                dest[4 * x + 1] = source[x * 3 + 1];
                dest[4 * x + 2] = source[x * 3 + 0];
                dest[4 * x + 3] = 0xFF;
            }
        }
    }
    
    void Image::loadRGB565Data(GLsizei width, GLsizei height,
                               int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = static_cast<unsigned char*>(output) + y * outputPitch;
            for (int x = 0; x < width; x++)
            {
                unsigned short rgba = source[x];
                dest[4 * x + 0] = ((rgba & 0x001F) << 3) | ((rgba & 0x001F) >> 2);
                dest[4 * x + 1] = ((rgba & 0x07E0) >> 3) | ((rgba & 0x07E0) >> 9);
                dest[4 * x + 2] = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13);
                dest[4 * x + 3] = 0xFF;
            }
        }
    }
    
    void Image::loadRGBFloatData(GLsizei width, GLsizei height,
                                 int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const float *source = NULL;
        float *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + y * outputPitch);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[x * 3 + 0];
                dest[4 * x + 1] = source[x * 3 + 1];
                dest[4 * x + 2] = source[x * 3 + 2];
                dest[4 * x + 3] = 1.0f;
            }
        }
    }
    
    void Image::loadRGBHalfFloatData(GLsizei width, GLsizei height,
                                     int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned short *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + y * outputPitch);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[x * 3 + 0];
                dest[4 * x + 1] = source[x * 3 + 1];
                dest[4 * x + 2] = source[x * 3 + 2];
                dest[4 * x + 3] = 0x3C00; // SEEEEEMMMMMMMMMM, S = 0, E = 15, M = 0: 16bit flpt representation of 1
            }
        }
    }
    
    void Image::loadRGBAUByteDataSSE2(GLsizei width, GLsizei height,
                                      int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned int *source = NULL;
        unsigned int *dest = NULL;
        __m128i brMask = _mm_set1_epi32(0x00ff00ff);
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned int*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<unsigned int*>(static_cast<unsigned char*>(output) + y * outputPitch);
            int x = 0;
    
            // Make output writes aligned
            for (x = 0; ((reinterpret_cast<intptr_t>(&dest[x]) & 15) != 0) && x < width; x++)
            {
                unsigned int rgba = source[x];
                dest[x] = (_rotl(rgba, 16) & 0x00ff00ff) | (rgba & 0xff00ff00);
            }
    
            for (; x + 3 < width; x += 4)
            {
                __m128i sourceData = _mm_loadu_si128(reinterpret_cast<const __m128i*>(&source[x]));
                // Mask out g and a, which don't change
                __m128i gaComponents = _mm_andnot_si128(brMask, sourceData);
                // Mask out b and r
                __m128i brComponents = _mm_and_si128(sourceData, brMask);
                // Swap b and r
                __m128i brSwapped = _mm_shufflehi_epi16(_mm_shufflelo_epi16(brComponents, _MM_SHUFFLE(2, 3, 0, 1)), _MM_SHUFFLE(2, 3, 0, 1));
                __m128i result = _mm_or_si128(gaComponents, brSwapped);
                _mm_store_si128(reinterpret_cast<__m128i*>(&dest[x]), result);
            }
    
            // Perform leftover writes
            for (; x < width; x++)
            {
                unsigned int rgba = source[x];
                dest[x] = (_rotl(rgba, 16) & 0x00ff00ff) | (rgba & 0xff00ff00);
            }
        }
    }
    
    void Image::loadRGBAUByteData(GLsizei width, GLsizei height,
                                  int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned int *source = NULL;
        unsigned int *dest = NULL;
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned int*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<unsigned int*>(static_cast<unsigned char*>(output) + y * outputPitch);
    
            for (int x = 0; x < width; x++)
            {
                unsigned int rgba = source[x];
                dest[x] = (_rotl(rgba, 16) & 0x00ff00ff) | (rgba & 0xff00ff00);
            }
        }
    }
    
    void Image::loadRGBA4444Data(GLsizei width, GLsizei height,
                                 int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = static_cast<unsigned char*>(output) + y * outputPitch;
            for (int x = 0; x < width; x++)
            {
                unsigned short rgba = source[x];
                dest[4 * x + 0] = ((rgba & 0x00F0) << 0) | ((rgba & 0x00F0) >> 4);
                dest[4 * x + 1] = ((rgba & 0x0F00) >> 4) | ((rgba & 0x0F00) >> 8);
                dest[4 * x + 2] = ((rgba & 0xF000) >> 8) | ((rgba & 0xF000) >> 12);
                dest[4 * x + 3] = ((rgba & 0x000F) << 4) | ((rgba & 0x000F) >> 0);
            }
        }
    }
    
    void Image::loadRGBA5551Data(GLsizei width, GLsizei height,
                                 int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = static_cast<unsigned char*>(output) + y * outputPitch;
            for (int x = 0; x < width; x++)
            {
                unsigned short rgba = source[x];
                dest[4 * x + 0] = ((rgba & 0x003E) << 2) | ((rgba & 0x003E) >> 3);
                dest[4 * x + 1] = ((rgba & 0x07C0) >> 3) | ((rgba & 0x07C0) >> 8);
                dest[4 * x + 2] = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13);
                dest[4 * x + 3] = (rgba & 0x0001) ? 0xFF : 0;
            }
        }
    }
    
    void Image::loadRGBAFloatData(GLsizei width, GLsizei height,
                                  int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const float *source = NULL;
        float *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + y * outputPitch);
            memcpy(dest, source, width * 16);
        }
    }
    
    void Image::loadRGBAHalfFloatData(GLsizei width, GLsizei height,
                                      int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned char *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = static_cast<const unsigned char*>(input) + y * inputPitch;
            dest = static_cast<unsigned char*>(output) + y * outputPitch;
            memcpy(dest, source, width * 8);
        }
    }
    
    void Image::loadBGRAData(GLsizei width, GLsizei height,
                             int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned char *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = static_cast<const unsigned char*>(input) + y * inputPitch;
            dest = static_cast<unsigned char*>(output) + y * outputPitch;
            memcpy(dest, source, width*4);
        }
    }
    
    void Image::loadCompressedData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                   const void *input) {
        ASSERT(xoffset % 4 == 0);
        ASSERT(yoffset % 4 == 0);
    
        RECT lockRect = {
            xoffset, yoffset,
            xoffset + width, yoffset + height
        };
    
        D3DLOCKED_RECT locked;
        HRESULT result = lock(&locked, &lockRect);
        if (FAILED(result))
        {
            return;
        }
    
        GLsizei inputSize = ComputeCompressedSize(width, height, mFormat);
        GLsizei inputPitch = ComputeCompressedPitch(width, mFormat);
        int rows = inputSize / inputPitch;
        for (int i = 0; i < rows; ++i)
        {
            memcpy((void*)((BYTE*)locked.pBits + i * locked.Pitch), (void*)((BYTE*)input + i * inputPitch), inputPitch);
        }
    
        unlock();
    }
    
    // This implements glCopyTex[Sub]Image2D for non-renderable internal texture formats and incomplete textures
    void Image::copy(GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, IDirect3DSurface9 *renderTarget)
    {
        IDirect3DDevice9 *device = getDevice();
        IDirect3DSurface9 *renderTargetData = NULL;
        D3DSURFACE_DESC description;
        renderTarget->GetDesc(&description);
        
        HRESULT result = device->CreateOffscreenPlainSurface(description.Width, description.Height, description.Format, D3DPOOL_SYSTEMMEM, &renderTargetData, NULL);
    
        if (FAILED(result))
        {
            ERR("Could not create matching destination surface.");
            return error(GL_OUT_OF_MEMORY);
        }
    
        result = device->GetRenderTargetData(renderTarget, renderTargetData);
    
        if (FAILED(result))
        {
            ERR("GetRenderTargetData unexpectedly failed.");
            renderTargetData->Release();
            return error(GL_OUT_OF_MEMORY);
        }
    
        RECT sourceRect = {x, y, x + width, y + height};
        RECT destRect = {xoffset, yoffset, xoffset + width, yoffset + height};
    
        if (isRenderableFormat())
        {
            result = D3DXLoadSurfaceFromSurface(getSurface(), NULL, &destRect, renderTargetData, NULL, &sourceRect, D3DX_FILTER_BOX, 0);
            
            if (FAILED(result))
            {
                ERR("Copying surfaces unexpectedly failed.");
                renderTargetData->Release();
                return error(GL_OUT_OF_MEMORY);
            }
        }
        else
        {
            D3DLOCKED_RECT sourceLock = {0};
            result = renderTargetData->LockRect(&sourceLock, &sourceRect, 0);
    
            if (FAILED(result))
            {
                ERR("Failed to lock the source surface (rectangle might be invalid).");
                renderTargetData->Release();
                return error(GL_OUT_OF_MEMORY);
            }
    
            D3DLOCKED_RECT destLock = {0};
            result = lock(&destLock, &destRect);
            
            if (FAILED(result))
            {
                ERR("Failed to lock the destination surface (rectangle might be invalid).");
                renderTargetData->UnlockRect();
                renderTargetData->Release();
                return error(GL_OUT_OF_MEMORY);
            }
    
            if (destLock.pBits && sourceLock.pBits)
            {
                unsigned char *source = (unsigned char*)sourceLock.pBits;
                unsigned char *dest = (unsigned char*)destLock.pBits;
    
                switch (description.Format)
                {
                  case D3DFMT_X8R8G8B8:
                  case D3DFMT_A8R8G8B8:
                    switch(getD3DFormat())
                    {
                      case D3DFMT_L8:
                        for(int y = 0; y < height; y++)
                        {
                            for(int x = 0; x < width; x++)
                            {
                                dest[x] = source[x * 4 + 2];
                            }
    
                            source += sourceLock.Pitch;
                            dest += destLock.Pitch;
                        }
                        break;
                      case D3DFMT_A8L8:
                        for(int y = 0; y < height; y++)
                        {
                            for(int x = 0; x < width; x++)
                            {
                                dest[x * 2 + 0] = source[x * 4 + 2];
                                dest[x * 2 + 1] = source[x * 4 + 3];
                            }
    
                            source += sourceLock.Pitch;
                            dest += destLock.Pitch;
                        }
                        break;
                      default:
                        UNREACHABLE();
                    }
                    break;
                  case D3DFMT_R5G6B5:
                    switch(getD3DFormat())
                    {
                      case D3DFMT_L8:
                        for(int y = 0; y < height; y++)
                        {
                            for(int x = 0; x < width; x++)
                            {
                                unsigned char red = source[x * 2 + 1] & 0xF8;
                                dest[x] = red | (red >> 5);
                            }
    
                            source += sourceLock.Pitch;
                            dest += destLock.Pitch;
                        }
                        break;
                      default:
                        UNREACHABLE();
                    }
                    break;
                  case D3DFMT_A1R5G5B5:
                    switch(getD3DFormat())
                    {
                      case D3DFMT_L8:
                        for(int y = 0; y < height; y++)
                        {
                            for(int x = 0; x < width; x++)
                            {
                                unsigned char red = source[x * 2 + 1] & 0x7C;
                                dest[x] = (red << 1) | (red >> 4);
                            }
    
                            source += sourceLock.Pitch;
                            dest += destLock.Pitch;
                        }
                        break;
                      case D3DFMT_A8L8:
                        for(int y = 0; y < height; y++)
                        {
                            for(int x = 0; x < width; x++)
                            {
                                unsigned char red = source[x * 2 + 1] & 0x7C;
                                dest[x * 2 + 0] = (red << 1) | (red >> 4);
                                dest[x * 2 + 1] = (signed char)source[x * 2 + 1] >> 7;
                            }
    
                            source += sourceLock.Pitch;
                            dest += destLock.Pitch;
                        }
                        break;
                      default:
                        UNREACHABLE();
                    }
                    break;
                  default:
                    UNREACHABLE();
                }
            }
    
            unlock();
            renderTargetData->UnlockRect();
        }
    
        renderTargetData->Release();
    
        mDirty = true;
    }
    
    TextureStorage::TextureStorage(DWORD usage)
        : mD3DUsage(usage),
          mD3DPool(getDisplay()->getTexturePool(usage)),
          mTextureSerial(issueTextureSerial()),
          mLodOffset(0)
    {
    }
    
    TextureStorage::~TextureStorage()
    {
    }
    
    bool TextureStorage::isRenderTarget() const
    {
        return (mD3DUsage & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL)) != 0;
    }
    
    bool TextureStorage::isManaged() const
    {
        return (mD3DPool == D3DPOOL_MANAGED);
    }
    
    D3DPOOL TextureStorage::getPool() const
    {
        return mD3DPool;
    }
    
    DWORD TextureStorage::getUsage() const
    {
        return mD3DUsage;
    }
    
    unsigned int TextureStorage::getTextureSerial() const
    {
        return mTextureSerial;
    }
    
    unsigned int TextureStorage::issueTextureSerial()
    {
        return mCurrentTextureSerial++;
    }
    
    int TextureStorage::getLodOffset() const
    {
        return mLodOffset;
    }
    
    Texture::Texture(GLuint id) : RefCountObject(id)
    {
        mMinFilter = GL_NEAREST_MIPMAP_LINEAR;
        mMagFilter = GL_LINEAR;
        mWrapS = GL_REPEAT;
        mWrapT = GL_REPEAT;
        mDirtyParameters = true;
        mUsage = GL_NONE;
        mMaxAnisotropy = 1.0f;
        
        mDirtyImages = true;
    
        mImmutable = false;
    }
    
    Texture::~Texture()
    {
    }
    
    // Returns true on successful filter state update (valid enum parameter)
    bool Texture::setMinFilter(GLenum filter)
    {
        switch (filter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
          case GL_NEAREST_MIPMAP_NEAREST:
          case GL_LINEAR_MIPMAP_NEAREST:
          case GL_NEAREST_MIPMAP_LINEAR:
          case GL_LINEAR_MIPMAP_LINEAR:
            {
                if (mMinFilter != filter)
                {
                    mMinFilter = filter;
                    mDirtyParameters = true;
                }
                return true;
            }
          default:
            return false;
        }
    }
    
    // Returns true on successful filter state update (valid enum parameter)
    bool Texture::setMagFilter(GLenum filter)
    {
        switch (filter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
            {
                if (mMagFilter != filter)
                {
                    mMagFilter = filter;
                    mDirtyParameters = true;
                }
                return true;
            }
          default:
            return false;
        }
    }
    
    // Returns true on successful wrap state update (valid enum parameter)
    bool Texture::setWrapS(GLenum wrap)
    {
        switch (wrap)
        {
          case GL_REPEAT:
          case GL_CLAMP_TO_EDGE:
          case GL_MIRRORED_REPEAT:
            {
                if (mWrapS != wrap)
                {
                    mWrapS = wrap;
                    mDirtyParameters = true;
                }
                return true;
            }
          default:
            return false;
        }
    }
    
    // Returns true on successful wrap state update (valid enum parameter)
    bool Texture::setWrapT(GLenum wrap)
    {
        switch (wrap)
        {
          case GL_REPEAT:
          case GL_CLAMP_TO_EDGE:
          case GL_MIRRORED_REPEAT:
            {
                if (mWrapT != wrap)
                {
                    mWrapT = wrap;
                    mDirtyParameters = true;
                }
                return true;
            }
          default:
            return false;
        }
    }
    
    // Returns true on successful max anisotropy update (valid anisotropy value)
    bool Texture::setMaxAnisotropy(float textureMaxAnisotropy, float contextMaxAnisotropy)
    {
        textureMaxAnisotropy = std::min(textureMaxAnisotropy, contextMaxAnisotropy);
        if (textureMaxAnisotropy < 1.0f)
        {
            return false;
        }
        if (mMaxAnisotropy != textureMaxAnisotropy)
        {
            mMaxAnisotropy = textureMaxAnisotropy;
            mDirtyParameters = true;
        }
        return true;
    }
    
    // Returns true on successful usage state update (valid enum parameter)
    bool Texture::setUsage(GLenum usage)
    {
        switch (usage)
        {
          case GL_NONE:
          case GL_FRAMEBUFFER_ATTACHMENT_ANGLE:
            mUsage = usage;
            return true;
          default:
            return false;
        }
    }
    
    GLenum Texture::getMinFilter() const
    {
        return mMinFilter;
    }
    
    GLenum Texture::getMagFilter() const
    {
        return mMagFilter;
    }
    
    GLenum Texture::getWrapS() const
    {
        return mWrapS;
    }
    
    GLenum Texture::getWrapT() const
    {
        return mWrapT;
    }
    
    float Texture::getMaxAnisotropy() const
    {
        return mMaxAnisotropy;
    }
    
    GLenum Texture::getUsage() const
    {
        return mUsage;
    }
    
    void Texture::setImage(GLint unpackAlignment, const void *pixels, Image *image)
    {
        if (pixels != NULL)
        {
            image->loadData(0, 0, image->getWidth(), image->getHeight(), image->getType(), unpackAlignment, pixels);
            mDirtyImages = true;
        }
    }
    
    void Texture::setCompressedImage(GLsizei imageSize, const void *pixels, Image *image)
    {
        if (pixels != NULL)
        {
            image->loadCompressedData(0, 0, image->getWidth(), image->getHeight(), pixels);
            mDirtyImages = true;
        }
    }
    
    bool Texture::subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *image)
    {
        if (pixels != NULL)
        {
            image->loadData(xoffset, yoffset, width, height, type, unpackAlignment, pixels);
            mDirtyImages = true;
        }
    
        return true;
    }
    
    bool Texture::subImageCompressed(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, Image *image)
    {
        if (pixels != NULL)
        {
            image->loadCompressedData(xoffset, yoffset, width, height, pixels);
            mDirtyImages = true;
        }
    
        return true;
    }
    
    IDirect3DBaseTexture9 *Texture::getTexture()
    {
        if (!isSamplerComplete())
        {
            return NULL;
        }
    
        // ensure the underlying texture is created
        if (getStorage(false) == NULL)
        {
            return NULL;
        }
    
        updateTexture();
    
        return getBaseTexture();
    }
    
    bool Texture::hasDirtyParameters() const
    {
        return mDirtyParameters;
    }
    
    bool Texture::hasDirtyImages() const
    {
        return mDirtyImages;
    }
    
    void Texture::resetDirty()
    {
        mDirtyParameters = false;
        mDirtyImages = false;
    }
    
    unsigned int Texture::getTextureSerial()
    {
        TextureStorage *texture = getStorage(false);
        return texture ? texture->getTextureSerial() : 0;
    }
    
    unsigned int Texture::getRenderTargetSerial(GLenum target)
    {
        TextureStorage *texture = getStorage(true);
        return texture ? texture->getRenderTargetSerial(target) : 0;
    }
    
    bool Texture::isImmutable() const
    {
        return mImmutable;
    }
    
    int Texture::getLodOffset()
    {
        TextureStorage *texture = getStorage(false);
        return texture ? texture->getLodOffset() : 0;
    }
    
    GLint Texture::creationLevels(GLsizei width, GLsizei height) const
    {
        if ((isPow2(width) && isPow2(height)) || getContext()->supportsNonPower2Texture())
        {
            return 0;   // Maximum number of levels
        }
        else
        {
            // OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
            return 1;
        }
    }
    
    GLint Texture::creationLevels(GLsizei size) const
    {
        return creationLevels(size, size);
    }
    
    int Texture::levelCount() const
    {
        return getBaseTexture() ? getBaseTexture()->GetLevelCount() : 0;
    }
    
    Blit *Texture::getBlitter()
    {
        Context *context = getContext();
        return context->getBlitter();
    }
    
    bool Texture::copyToRenderTarget(IDirect3DSurface9 *dest, IDirect3DSurface9 *source, bool fromManaged)
    {
        if (source && dest)
        {
            HRESULT result;
    
            if (fromManaged)
            {
                result = D3DXLoadSurfaceFromSurface(dest, NULL, NULL, source, NULL, NULL, D3DX_FILTER_BOX, 0);
            }
            else
            {
                egl::Display *display = getDisplay();
                IDirect3DDevice9 *device = display->getDevice();
    
                display->endScene();
                result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
            }
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                return false;
            }
        }
    
        return true;
    }
    
    TextureStorage2D::TextureStorage2D(IDirect3DTexture9 *surfaceTexture) : TextureStorage(D3DUSAGE_RENDERTARGET), mRenderTargetSerial(RenderbufferStorage::issueSerial())
    {
        mTexture = surfaceTexture;
    }
    
    TextureStorage2D::TextureStorage2D(int levels, D3DFORMAT format, DWORD usage, int width, int height)
        : TextureStorage(usage), mRenderTargetSerial(RenderbufferStorage::issueSerial())
    {
        mTexture = NULL;
        // if the width or height is not positive this should be treated as an incomplete texture
        // we handle that here by skipping the d3d texture creation
        if (width > 0 && height > 0)
        {
            IDirect3DDevice9 *device = getDevice();
            MakeValidSize(false, dx2es::IsCompressedD3DFormat(format), &width, &height, &mLodOffset);
            HRESULT result = device->CreateTexture(width, height, levels + mLodOffset, getUsage(), format, getPool(), &mTexture, NULL);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                error(GL_OUT_OF_MEMORY);
            }
        }
    }
    
    TextureStorage2D::~TextureStorage2D()
    {
        if (mTexture)
        {
            mTexture->Release();
        }
    }
    
    // Increments refcount on surface.
    // caller must Release() the returned surface
    IDirect3DSurface9 *TextureStorage2D::getSurfaceLevel(int level)
    {
        IDirect3DSurface9 *surface = NULL;
    
        if (mTexture)
        {
            HRESULT result = mTexture->GetSurfaceLevel(level + mLodOffset, &surface);
            ASSERT(SUCCEEDED(result));
        }
    
        return surface;
    }
    
    IDirect3DBaseTexture9 *TextureStorage2D::getBaseTexture() const
    {
        return mTexture;
    }
    
    unsigned int TextureStorage2D::getRenderTargetSerial(GLenum target) const
    {
        return mRenderTargetSerial;
    }
    
    Texture2D::Texture2D(GLuint id) : Texture(id)
    {
        mTexStorage = NULL;
        mSurface = NULL;
        mColorbufferProxy = NULL;
        mProxyRefs = 0;
    }
    
    Texture2D::~Texture2D()
    {
        mColorbufferProxy = NULL;
    
        delete mTexStorage;
        mTexStorage = NULL;
        
        if (mSurface)
        {
            mSurface->setBoundTexture(NULL);
            mSurface = NULL;
        }
    }
    
    // We need to maintain a count of references to renderbuffers acting as 
    // proxies for this texture, so that we do not attempt to use a pointer 
    // to a renderbuffer proxy which has been deleted.
    void Texture2D::addProxyRef(const Renderbuffer *proxy)
    {
        mProxyRefs++;
    }
    
    void Texture2D::releaseProxy(const Renderbuffer *proxy)
    {
        if (mProxyRefs > 0)
            mProxyRefs--;
    
        if (mProxyRefs == 0)
            mColorbufferProxy = NULL;
    }
    
    GLenum Texture2D::getTarget() const
    {
        return GL_TEXTURE_2D;
    }
    
    GLsizei Texture2D::getWidth(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level].getWidth();
        else
            return 0;
    }
    
    GLsizei Texture2D::getHeight(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level].getHeight();
        else
            return 0;
    }
    
    GLenum Texture2D::getInternalFormat(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level].getFormat();
        else
            return GL_NONE;
    }
    
    D3DFORMAT Texture2D::getD3DFormat(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level].getD3DFormat();
        else
            return D3DFMT_UNKNOWN;
    }
    
    void Texture2D::redefineImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLenum type)
    {
        releaseTexImage();
    
        bool redefined = mImageArray[level].redefine(format, width, height, type, false);
    
        if (mTexStorage && redefined)
        {
            for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
            {
                mImageArray[i].markDirty();
            }
    
            delete mTexStorage;
            mTexStorage = NULL;
            mDirtyImages = true;
        }
    }
    
    void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        redefineImage(level, format, width, height, type);
    
        Texture::setImage(unpackAlignment, pixels, &mImageArray[level]);
    }
    
    void Texture2D::bindTexImage(egl::Surface *surface)
    {
        releaseTexImage();
    
        GLenum format;
    
        switch(surface->getFormat())
        {
          case D3DFMT_A8R8G8B8:
            format = GL_RGBA;
            break;
          case D3DFMT_X8R8G8B8:
            format = GL_RGB;
            break;
          default:
            UNIMPLEMENTED();
            return;
        }
    
        mImageArray[0].redefine(format, surface->getWidth(), surface->getHeight(), GL_UNSIGNED_BYTE, true);
    
        delete mTexStorage;
        mTexStorage = new TextureStorage2D(surface->getOffscreenTexture());
    
        mDirtyImages = true;
        mSurface = surface;
        mSurface->setBoundTexture(this);
    }
    
    void Texture2D::releaseTexImage()
    {
        if (mSurface)
        {
            mSurface->setBoundTexture(NULL);
            mSurface = NULL;
    
            if (mTexStorage)
            {
                delete mTexStorage;
                mTexStorage = NULL;
            }
    
            for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
            {
                mImageArray[i].redefine(GL_RGBA, 0, 0, GL_UNSIGNED_BYTE, true);
            }
        }
    }
    
    void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
    {
        redefineImage(level, format, width, height, GL_UNSIGNED_BYTE);
    
        Texture::setCompressedImage(imageSize, pixels, &mImageArray[level]);
    }
    
    void Texture2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        ASSERT(mImageArray[level].getSurface() != NULL);
    
        if (level < levelCount())
        {
            IDirect3DSurface9 *destLevel = mTexStorage->getSurfaceLevel(level);
    
            if (destLevel)
            {
                Image *image = &mImageArray[level];
                image->updateSurface(destLevel, xoffset, yoffset, width, height);
    
                destLevel->Release();
                image->markClean();
            }
        }
    }
    
    void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        if (Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[level]))
        {
            commitRect(level, xoffset, yoffset, width, height);
        }
    }
    
    void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
    {
        if (Texture::subImageCompressed(xoffset, yoffset, width, height, format, imageSize, pixels, &mImageArray[level]))
        {
            commitRect(level, xoffset, yoffset, width, height);
        }
    }
    
    void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        IDirect3DSurface9 *renderTarget = source->getRenderTarget();
    
        if (!renderTarget)
        {
            ERR("Failed to retrieve the render target.");
            return error(GL_OUT_OF_MEMORY);
        }
    
        redefineImage(level, format, width, height, GL_UNSIGNED_BYTE);
       
        if (!mImageArray[level].isRenderableFormat())
        {
            mImageArray[level].copy(0, 0, x, y, width, height, renderTarget);
            mDirtyImages = true;
        }
        else
        {
            if (!mTexStorage || !mTexStorage->isRenderTarget())
            {
                convertToRenderTarget();
            }
            
            mImageArray[level].markClean();
    
            if (width != 0 && height != 0 && level < levelCount())
            {
                RECT sourceRect;
                sourceRect.left = x;
                sourceRect.right = x + width;
                sourceRect.top = y;
                sourceRect.bottom = y + height;
                
                IDirect3DSurface9 *dest = mTexStorage->getSurfaceLevel(level);
    
                if (dest)
                {
                    getBlitter()->copy(renderTarget, sourceRect, format, 0, 0, dest);
                    dest->Release();
                }
            }
        }
    
        renderTarget->Release();
    }
    
    void Texture2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        if (xoffset + width > mImageArray[level].getWidth() || yoffset + height > mImageArray[level].getHeight())
        {
            return error(GL_INVALID_VALUE);
        }
    
        IDirect3DSurface9 *renderTarget = source->getRenderTarget();
    
        if (!renderTarget)
        {
            ERR("Failed to retrieve the render target.");
            return error(GL_OUT_OF_MEMORY);
        }
    
        if (!mImageArray[level].isRenderableFormat() || (!mTexStorage && !isSamplerComplete()))
        {
            mImageArray[level].copy(xoffset, yoffset, x, y, width, height, renderTarget);
            mDirtyImages = true;
        }
        else
        {
            if (!mTexStorage || !mTexStorage->isRenderTarget())
            {
                convertToRenderTarget();
            }
            
            updateTexture();
    
            if (level < levelCount())
            {
                RECT sourceRect;
                sourceRect.left = x;
                sourceRect.right = x + width;
                sourceRect.top = y;
                sourceRect.bottom = y + height;
    
    
                IDirect3DSurface9 *dest = mTexStorage->getSurfaceLevel(level);
    
                if (dest)
                {
                    getBlitter()->copy(renderTarget, sourceRect, mImageArray[0].getFormat(), xoffset, yoffset, dest);
                    dest->Release();
                }
            }
        }
    
        renderTarget->Release();
    }
    
    void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
    {
        GLenum format = gl::ExtractFormat(internalformat);
        GLenum type = gl::ExtractType(internalformat);
        D3DFORMAT d3dfmt = ConvertTextureFormatType(format, type);
        DWORD d3dusage = GetTextureUsage(d3dfmt, mUsage, false);
    
        delete mTexStorage;
        mTexStorage = new TextureStorage2D(levels, d3dfmt, d3dusage, width, height);
        mImmutable = true;
    
        for (int level = 0; level < levels; level++)
        {
            mImageArray[level].redefine(format, width, height, type, true);
            width = std::max(1, width >> 1);
            height = std::max(1, height >> 1);
        }
    
        for (int level = levels; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            mImageArray[level].redefine(GL_NONE, 0, 0, GL_UNSIGNED_BYTE, true);
        }
    
        if (mTexStorage->isManaged())
        {
            int levels = levelCount();
    
            for (int level = 0; level < levels; level++)
            {
                IDirect3DSurface9 *surface = mTexStorage->getSurfaceLevel(level);
                mImageArray[level].setManagedSurface(surface);
            }
        }
    }
    
    // Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85.
    bool Texture2D::isSamplerComplete() const
    {
        GLsizei width = mImageArray[0].getWidth();
        GLsizei height = mImageArray[0].getHeight();
    
        if (width <= 0 || height <= 0)
        {
            return false;
        }
    
        bool mipmapping = false;
    
        switch (mMinFilter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
            mipmapping = false;
            break;
          case GL_NEAREST_MIPMAP_NEAREST:
          case GL_LINEAR_MIPMAP_NEAREST:
          case GL_NEAREST_MIPMAP_LINEAR:
          case GL_LINEAR_MIPMAP_LINEAR:
            mipmapping = true;
            break;
          default: UNREACHABLE();
        }
    
        if ((getInternalFormat(0) == GL_FLOAT && !getContext()->supportsFloat32LinearFilter()) ||
            (getInternalFormat(0) == GL_HALF_FLOAT_OES && !getContext()->supportsFloat16LinearFilter()))
        {
            if (mMagFilter != GL_NEAREST || (mMinFilter != GL_NEAREST && mMinFilter != GL_NEAREST_MIPMAP_NEAREST))
            {
                return false;
            }
        }
    
        bool npotSupport = getContext()->supportsNonPower2Texture();
    
        if (!npotSupport)
        {
            if ((getWrapS() != GL_CLAMP_TO_EDGE && !isPow2(width)) ||
                (getWrapT() != GL_CLAMP_TO_EDGE && !isPow2(height)))
            {
                return false;
            }
        }
    
        if (mipmapping)
        {
            if (!npotSupport)
            {
                if (!isPow2(width) || !isPow2(height))
                {
                    return false;
                }
            }
    
            if (!isMipmapComplete())
            {
                return false;
            }
        }
    
        return true;
    }
    
    // Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool Texture2D::isMipmapComplete() const
    {
        if (isImmutable())
        {
            return true;
        }
    
        GLsizei width = mImageArray[0].getWidth();
        GLsizei height = mImageArray[0].getHeight();
    
        if (width <= 0 || height <= 0)
        {
            return false;
        }
    
        int q = log2(std::max(width, height));
    
        for (int level = 1; level <= q; level++)
        {
            if (mImageArray[level].getFormat() != mImageArray[0].getFormat())
            {
                return false;
            }
    
            if (mImageArray[level].getType() != mImageArray[0].getType())
            {
                return false;
            }
    
            if (mImageArray[level].getWidth() != std::max(1, width >> level))
            {
                return false;
            }
    
            if (mImageArray[level].getHeight() != std::max(1, height >> level))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool Texture2D::isCompressed(GLint level) const
    {
        return IsCompressed(getInternalFormat(level));
    }
    
    bool Texture2D::isDepth(GLint level) const
    {
        return IsDepthTexture(getInternalFormat(level));
    }
    
    IDirect3DBaseTexture9 *Texture2D::getBaseTexture() const
    {
        return mTexStorage ? mTexStorage->getBaseTexture() : NULL;
    }
    
    // Constructs a Direct3D 9 texture resource from the texture images
    void Texture2D::createTexture()
    {
        GLsizei width = mImageArray[0].getWidth();
        GLsizei height = mImageArray[0].getHeight();
        GLint levels = creationLevels(width, height);
        D3DFORMAT d3dfmt = mImageArray[0].getD3DFormat();
        DWORD d3dusage = GetTextureUsage(d3dfmt, mUsage, false);
    
        delete mTexStorage;
        mTexStorage = new TextureStorage2D(levels, d3dfmt, d3dusage, width, height);
        
        if (mTexStorage->isManaged())
        {
            int levels = levelCount();
    
            for (int level = 0; level < levels; level++)
            {
                IDirect3DSurface9 *surface = mTexStorage->getSurfaceLevel(level);
                mImageArray[level].setManagedSurface(surface);
            }
        }
    
        mDirtyImages = true;
    }
    
    void Texture2D::updateTexture()
    {
        int levels = levelCount();
    
        for (int level = 0; level < levels; level++)
        {
            Image *image = &mImageArray[level];
    
            if (image->isDirty())
            {
                commitRect(level, 0, 0, mImageArray[level].getWidth(), mImageArray[level].getHeight());
            }
        }
    }
    
    void Texture2D::convertToRenderTarget()
    {
        TextureStorage2D *newTexStorage = NULL;
    
        if (mImageArray[0].getWidth() != 0 && mImageArray[0].getHeight() != 0)
        {
            GLsizei width = mImageArray[0].getWidth();
            GLsizei height = mImageArray[0].getHeight();
            GLint levels = creationLevels(width, height);
            D3DFORMAT d3dfmt = mImageArray[0].getD3DFormat();
            DWORD d3dusage = GetTextureUsage(d3dfmt, GL_FRAMEBUFFER_ATTACHMENT_ANGLE, true);
    
            newTexStorage = new TextureStorage2D(levels, d3dfmt, d3dusage, width, height);
    
            if (mTexStorage != NULL)
            {
                int levels = levelCount();
                for (int i = 0; i < levels; i++)
                {
                    IDirect3DSurface9 *source = mTexStorage->getSurfaceLevel(i);
                    IDirect3DSurface9 *dest = newTexStorage->getSurfaceLevel(i);
    
                    if (!copyToRenderTarget(dest, source, mTexStorage->isManaged()))
                    {   
                       delete newTexStorage;
                       if (source) source->Release();
                       if (dest) dest->Release();
                       return error(GL_OUT_OF_MEMORY);
                    }
    
                    if (source) source->Release();
                    if (dest) dest->Release();
                }
            }
        }
    
        delete mTexStorage;
        mTexStorage = newTexStorage;
    
        mDirtyImages = true;
    }
    
    void Texture2D::generateMipmaps()
    {
        if (!getContext()->supportsNonPower2Texture())
        {
            if (!isPow2(mImageArray[0].getWidth()) || !isPow2(mImageArray[0].getHeight()))
            {
                return error(GL_INVALID_OPERATION);
            }
        }
    
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        unsigned int q = log2(std::max(mImageArray[0].getWidth(), mImageArray[0].getHeight()));
        for (unsigned int i = 1; i <= q; i++)
        {
            redefineImage(i, mImageArray[0].getFormat(), 
                             std::max(mImageArray[0].getWidth() >> i, 1),
                             std::max(mImageArray[0].getHeight() >> i, 1),
                             mImageArray[0].getType());
        }
    
        if (mTexStorage && mTexStorage->isRenderTarget())
        {
            for (unsigned int i = 1; i <= q; i++)
            {
                IDirect3DSurface9 *upper = mTexStorage->getSurfaceLevel(i - 1);
                IDirect3DSurface9 *lower = mTexStorage->getSurfaceLevel(i);
    
                if (upper != NULL && lower != NULL)
                {
                    getBlitter()->boxFilter(upper, lower);
                }
    
                if (upper != NULL) upper->Release();
                if (lower != NULL) lower->Release();
    
                mImageArray[i].markClean();
            }
        }
        else
        {
            for (unsigned int i = 1; i <= q; i++)
            {
                if (mImageArray[i].getSurface() == NULL)
                {
                    return error(GL_OUT_OF_MEMORY);
                }
    
                if (FAILED(D3DXLoadSurfaceFromSurface(mImageArray[i].getSurface(), NULL, NULL, mImageArray[i - 1].getSurface(), NULL, NULL, D3DX_FILTER_BOX, 0)))
                {
                    ERR(" failed to load filter %d to %d.", i - 1, i);
                }
    
                mImageArray[i].markDirty();
            }
        }
    }
    
    Renderbuffer *Texture2D::getRenderbuffer(GLenum target)
    {
        if (target != GL_TEXTURE_2D)
        {
            return error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
        }
    
        if (mColorbufferProxy == NULL)
        {
            mColorbufferProxy = new Renderbuffer(id(), new RenderbufferTexture2D(this, target));
        }
    
        return mColorbufferProxy;
    }
    
    // Increments refcount on surface.
    // caller must Release() the returned surface
    IDirect3DSurface9 *Texture2D::getRenderTarget(GLenum target)
    {
        ASSERT(target == GL_TEXTURE_2D);
    
        // ensure the underlying texture is created
        if (getStorage(true) == NULL)
        {
            return NULL;
        }
    
        updateTexture();
        
        // ensure this is NOT a depth texture
        if (isDepth(0))
        {
            return NULL;
        }
        return mTexStorage->getSurfaceLevel(0);
    }
    
    // Increments refcount on surface.
    // caller must Release() the returned surface
    IDirect3DSurface9 *Texture2D::getDepthStencil(GLenum target)
    {
        ASSERT(target == GL_TEXTURE_2D);
    
        // ensure the underlying texture is created
        if (getStorage(true) == NULL)
        {
            return NULL;
        }
    
        updateTexture();
    
        // ensure this is actually a depth texture
        if (!isDepth(0))
        {
            return NULL;
        }
        return mTexStorage->getSurfaceLevel(0);
    }
    
    TextureStorage *Texture2D::getStorage(bool renderTarget)
    {
        if (!mTexStorage || (renderTarget && !mTexStorage->isRenderTarget()))
        {
            if (renderTarget)
            {
                convertToRenderTarget();
            }
            else
            {
                createTexture();
            }
        }
    
        return mTexStorage;
    }
    
    TextureStorageCubeMap::TextureStorageCubeMap(int levels, D3DFORMAT format, DWORD usage, int size)
        : TextureStorage(usage), mFirstRenderTargetSerial(RenderbufferStorage::issueCubeSerials())
    {
        mTexture = NULL;
        // if the size is not positive this should be treated as an incomplete texture
        // we handle that here by skipping the d3d texture creation
        if (size > 0)
        {
            IDirect3DDevice9 *device = getDevice();
            int height = size;
            MakeValidSize(false, dx2es::IsCompressedD3DFormat(format), &size, &height, &mLodOffset);
            HRESULT result = device->CreateCubeTexture(size, levels + mLodOffset, getUsage(), format, getPool(), &mTexture, NULL);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                error(GL_OUT_OF_MEMORY);
            }
        }
    }
    
    TextureStorageCubeMap::~TextureStorageCubeMap()
    {
        if (mTexture)
        {
            mTexture->Release();
        }
    }
    
    // Increments refcount on surface.
    // caller must Release() the returned surface
    IDirect3DSurface9 *TextureStorageCubeMap::getCubeMapSurface(GLenum faceTarget, int level)
    {
        IDirect3DSurface9 *surface = NULL;
    
        if (mTexture)
        {
            HRESULT result = mTexture->GetCubeMapSurface(es2dx::ConvertCubeFace(faceTarget), level + mLodOffset, &surface);
            ASSERT(SUCCEEDED(result));
        }
    
        return surface;
    }
    
    IDirect3DBaseTexture9 *TextureStorageCubeMap::getBaseTexture() const
    {
        return mTexture;
    }
    
    unsigned int TextureStorageCubeMap::getRenderTargetSerial(GLenum target) const
    {
        return mFirstRenderTargetSerial + TextureCubeMap::faceIndex(target);
    }
    
    TextureCubeMap::TextureCubeMap(GLuint id) : Texture(id)
    {
        mTexStorage = NULL;
        for (int i = 0; i < 6; i++)
        {
            mFaceProxies[i] = NULL;
            mFaceProxyRefs[i] = 0;
        }
    }
    
    TextureCubeMap::~TextureCubeMap()
    {
        for (int i = 0; i < 6; i++)
        {
            mFaceProxies[i] = NULL;
        }
    
        delete mTexStorage;
        mTexStorage = NULL;
    }
    
    // We need to maintain a count of references to renderbuffers acting as 
    // proxies for this texture, so that the texture is not deleted while 
    // proxy references still exist. If the reference count drops to zero,
    // we set our proxy pointer NULL, so that a new attempt at referencing
    // will cause recreation.
    void TextureCubeMap::addProxyRef(const Renderbuffer *proxy)
    {
        for (int i = 0; i < 6; i++)
        {
            if (mFaceProxies[i] == proxy)
                mFaceProxyRefs[i]++;
        }
    }
    
    void TextureCubeMap::releaseProxy(const Renderbuffer *proxy)
    {
        for (int i = 0; i < 6; i++)
        {
            if (mFaceProxies[i] == proxy)
            {
                if (mFaceProxyRefs[i] > 0)
                    mFaceProxyRefs[i]--;
    
                if (mFaceProxyRefs[i] == 0)
                    mFaceProxies[i] = NULL;
            }
        }
    }
    
    GLenum TextureCubeMap::getTarget() const
    {
        return GL_TEXTURE_CUBE_MAP;
    }
    
    GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[faceIndex(target)][level].getWidth();
        else
            return 0;
    }
    
    GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[faceIndex(target)][level].getHeight();
        else
            return 0;
    }
    
    GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[faceIndex(target)][level].getFormat();
        else
            return GL_NONE;
    }
    
    D3DFORMAT TextureCubeMap::getD3DFormat(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[faceIndex(target)][level].getD3DFormat();
        else
            return D3DFMT_UNKNOWN;
    }
    
    void TextureCubeMap::setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(0, level, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(1, level, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(2, level, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(3, level, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(4, level, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(5, level, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setCompressedImage(GLenum face, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
    {
        redefineImage(faceIndex(face), level, format, width, height, GL_UNSIGNED_BYTE);
    
        Texture::setCompressedImage(imageSize, pixels, &mImageArray[faceIndex(face)][level]);
    }
    
    void TextureCubeMap::commitRect(int face, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        ASSERT(mImageArray[face][level].getSurface() != NULL);
    
        if (level < levelCount())
        {
            IDirect3DSurface9 *destLevel = mTexStorage->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level);
            ASSERT(destLevel != NULL);
    
            if (destLevel != NULL)
            {
                Image *image = &mImageArray[face][level];
                image->updateSurface(destLevel, xoffset, yoffset, width, height);
    
                destLevel->Release();
                image->markClean();
            }
        }
    }
    
    void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        if (Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[faceIndex(target)][level]))
        {
            commitRect(faceIndex(target), level, xoffset, yoffset, width, height);
        }
    }
    
    void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
    {
        if (Texture::subImageCompressed(xoffset, yoffset, width, height, format, imageSize, pixels, &mImageArray[faceIndex(target)][level]))
        {
            commitRect(faceIndex(target), level, xoffset, yoffset, width, height);
        }
    }
    
    // Tests for cube map sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 86.
    bool TextureCubeMap::isSamplerComplete() const
    {
        int size = mImageArray[0][0].getWidth();
    
        bool mipmapping;
    
        switch (mMinFilter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
            mipmapping = false;
            break;
          case GL_NEAREST_MIPMAP_NEAREST:
          case GL_LINEAR_MIPMAP_NEAREST:
          case GL_NEAREST_MIPMAP_LINEAR:
          case GL_LINEAR_MIPMAP_LINEAR:
            mipmapping = true;
            break;
          default:
            UNREACHABLE();
            return false;
        }
    
        if ((getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0) == GL_FLOAT && !getContext()->supportsFloat32LinearFilter()) ||
            (getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0) == GL_HALF_FLOAT_OES && !getContext()->supportsFloat16LinearFilter()))
        {
            if (mMagFilter != GL_NEAREST || (mMinFilter != GL_NEAREST && mMinFilter != GL_NEAREST_MIPMAP_NEAREST))
            {
                return false;
            }
        }
    
        if (!isPow2(size) && !getContext()->supportsNonPower2Texture())
        {
            if (getWrapS() != GL_CLAMP_TO_EDGE || getWrapT() != GL_CLAMP_TO_EDGE || mipmapping)
            {
                return false;
            }
        }
    
        if (!mipmapping)
        {
            if (!isCubeComplete())
            {
                return false;
            }
        }
        else
        {
            if (!isMipmapCubeComplete())   // Also tests for isCubeComplete()
            {
                return false;
            }
        }
    
        return true;
    }
    
    // Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool TextureCubeMap::isCubeComplete() const
    {
        if (mImageArray[0][0].getWidth() <= 0 || mImageArray[0][0].getHeight() != mImageArray[0][0].getWidth())
        {
            return false;
        }
    
        for (unsigned int face = 1; face < 6; face++)
        {
            if (mImageArray[face][0].getWidth() != mImageArray[0][0].getWidth() ||
                mImageArray[face][0].getWidth() != mImageArray[0][0].getHeight() ||
                mImageArray[face][0].getFormat() != mImageArray[0][0].getFormat() ||
                mImageArray[face][0].getType() != mImageArray[0][0].getType())
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool TextureCubeMap::isMipmapCubeComplete() const
    {
        if (isImmutable())
        {
            return true;
        }
    
        if (!isCubeComplete())
        {
            return false;
        }
    
        GLsizei size = mImageArray[0][0].getWidth();
    
        int q = log2(size);
    
        for (int face = 0; face < 6; face++)
        {
            for (int level = 1; level <= q; level++)
            {
                if (mImageArray[face][level].getFormat() != mImageArray[0][0].getFormat())
                {
                    return false;
                }
    
                if (mImageArray[face][level].getType() != mImageArray[0][0].getType())
                {
                    return false;
                }
    
                if (mImageArray[face][level].getWidth() != std::max(1, size >> level))
                {
                    return false;
                }
            }
        }
    
        return true;
    }
    
    bool TextureCubeMap::isCompressed(GLenum target, GLint level) const
    {
        return IsCompressed(getInternalFormat(target, level));
    }
    
    IDirect3DBaseTexture9 *TextureCubeMap::getBaseTexture() const
    {
        return mTexStorage ? mTexStorage->getBaseTexture() : NULL;
    }
    
    // Constructs a Direct3D 9 texture resource from the texture images, or returns an existing one
    void TextureCubeMap::createTexture()
    {
        GLsizei size = mImageArray[0][0].getWidth();
        GLint levels = creationLevels(size, 0);
        D3DFORMAT d3dfmt = mImageArray[0][0].getD3DFormat();
        DWORD d3dusage = GetTextureUsage(d3dfmt, mUsage, false);
    
        delete mTexStorage;
        mTexStorage = new TextureStorageCubeMap(levels, d3dfmt, d3dusage, size);
    
        if (mTexStorage->isManaged())
        {
            int levels = levelCount();
    
            for (int face = 0; face < 6; face++)
            {
                for (int level = 0; level < levels; level++)
                {
                    IDirect3DSurface9 *surface = mTexStorage->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level);
                    mImageArray[face][level].setManagedSurface(surface);
                }
            }
        }
    
        mDirtyImages = true;
    }
    
    void TextureCubeMap::updateTexture()
    {
        for (int face = 0; face < 6; face++)
        {
            int levels = levelCount();
            for (int level = 0; level < levels; level++)
            {
                Image *image = &mImageArray[face][level];
    
                if (image->isDirty())
                {
                    commitRect(face, level, 0, 0, image->getWidth(), image->getHeight());
                }
            }
        }
    }
    
    void TextureCubeMap::convertToRenderTarget()
    {
        TextureStorageCubeMap *newTexStorage = NULL;
    
        if (mImageArray[0][0].getWidth() != 0)
        {
            GLsizei size = mImageArray[0][0].getWidth();
            GLint levels = creationLevels(size, 0);
            D3DFORMAT d3dfmt = mImageArray[0][0].getD3DFormat();
            DWORD d3dusage = GetTextureUsage(d3dfmt, GL_FRAMEBUFFER_ATTACHMENT_ANGLE, true);
    
            newTexStorage = new TextureStorageCubeMap(levels, d3dfmt, d3dusage, size);
    
            if (mTexStorage != NULL)
            {
                int levels = levelCount();
                for (int f = 0; f < 6; f++)
                {
                    for (int i = 0; i < levels; i++)
                    {
                        IDirect3DSurface9 *source = mTexStorage->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i);
                        IDirect3DSurface9 *dest = newTexStorage->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i);
    
                        if (!copyToRenderTarget(dest, source, mTexStorage->isManaged()))
                        {
                           delete newTexStorage;
                           if (source) source->Release();
                           if (dest) dest->Release();
                           return error(GL_OUT_OF_MEMORY);
                        }
    
                        if (source) source->Release();
                        if (dest) dest->Release();
                    }
                }
            }
        }
    
        delete mTexStorage;
        mTexStorage = newTexStorage;
    
        mDirtyImages = true;
    }
    
    void TextureCubeMap::setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        redefineImage(faceIndex, level, format, width, height, type);
    
        Texture::setImage(unpackAlignment, pixels, &mImageArray[faceIndex][level]);
    }
    
    unsigned int TextureCubeMap::faceIndex(GLenum face)
    {
        META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
    
        return face - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
    }
    
    void TextureCubeMap::redefineImage(int face, GLint level, GLenum format, GLsizei width, GLsizei height, GLenum type)
    {
        bool redefined = mImageArray[face][level].redefine(format, width, height, type, false);
    
        if (mTexStorage && redefined)
        {
            for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
            {
                for (int f = 0; f < 6; f++)
                {
                    mImageArray[f][i].markDirty();
                }
            }
    
            delete mTexStorage;
            mTexStorage = NULL;
    
            mDirtyImages = true;
        }
    }
    
    void TextureCubeMap::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        IDirect3DSurface9 *renderTarget = source->getRenderTarget();
    
        if (!renderTarget)
        {
            ERR("Failed to retrieve the render target.");
            return error(GL_OUT_OF_MEMORY);
        }
    
        unsigned int faceindex = faceIndex(target);
        redefineImage(faceindex, level, format, width, height, GL_UNSIGNED_BYTE);
    
        if (!mImageArray[faceindex][level].isRenderableFormat())
        {
            mImageArray[faceindex][level].copy(0, 0, x, y, width, height, renderTarget);
            mDirtyImages = true;
        }
        else
        {
            if (!mTexStorage || !mTexStorage->isRenderTarget())
            {
                convertToRenderTarget();
            }
            
            mImageArray[faceindex][level].markClean();
    
            ASSERT(width == height);
    
            if (width > 0 && level < levelCount())
            {
                RECT sourceRect;
                sourceRect.left = x;
                sourceRect.right = x + width;
                sourceRect.top = y;
                sourceRect.bottom = y + height;
    
                IDirect3DSurface9 *dest = mTexStorage->getCubeMapSurface(target, level);
    
                if (dest)
                {
                    getBlitter()->copy(renderTarget, sourceRect, format, 0, 0, dest);
                    dest->Release();
                }
            }
        }
    
        renderTarget->Release();
    }
    
    void TextureCubeMap::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        GLsizei size = mImageArray[faceIndex(target)][level].getWidth();
    
        if (xoffset + width > size || yoffset + height > size)
        {
            return error(GL_INVALID_VALUE);
        }
    
        IDirect3DSurface9 *renderTarget = source->getRenderTarget();
    
        if (!renderTarget)
        {
            ERR("Failed to retrieve the render target.");
            return error(GL_OUT_OF_MEMORY);
        }
    
        unsigned int faceindex = faceIndex(target);
    
        if (!mImageArray[faceindex][level].isRenderableFormat() || (!mTexStorage && !isSamplerComplete()))
        {
            mImageArray[faceindex][level].copy(0, 0, x, y, width, height, renderTarget);
            mDirtyImages = true;
        }
        else
        {
            if (!mTexStorage || !mTexStorage->isRenderTarget())
            {
                convertToRenderTarget();
            }
            
            updateTexture();
    
            if (level < levelCount())
            {
                RECT sourceRect;
                sourceRect.left = x;
                sourceRect.right = x + width;
                sourceRect.top = y;
                sourceRect.bottom = y + height;
    
                IDirect3DSurface9 *dest = mTexStorage->getCubeMapSurface(target, level);
    
                if (dest)
                {
                    getBlitter()->copy(renderTarget, sourceRect, mImageArray[0][0].getFormat(), xoffset, yoffset, dest);
                    dest->Release();
                }
            }
        }
    
        renderTarget->Release();
    }
    
    void TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size)
    {
        GLenum format = gl::ExtractFormat(internalformat);
        GLenum type = gl::ExtractType(internalformat);
        D3DFORMAT d3dfmt = ConvertTextureFormatType(format, type);
        DWORD d3dusage = GetTextureUsage(d3dfmt, mUsage, false);
    
        delete mTexStorage;
        mTexStorage = new TextureStorageCubeMap(levels, d3dfmt, d3dusage, size);
        mImmutable = true;
    
        for (int level = 0; level < levels; level++)
        {
            for (int face = 0; face < 6; face++)
            {
                mImageArray[face][level].redefine(format, size, size, type, true);
                size = std::max(1, size >> 1);
            }
        }
    
        for (int level = levels; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            for (int face = 0; face < 6; face++)
            {
                mImageArray[face][level].redefine(GL_NONE, 0, 0, GL_UNSIGNED_BYTE, true);
            }
        }
    
        if (mTexStorage->isManaged())
        {
            int levels = levelCount();
    
            for (int face = 0; face < 6; face++)
            {
                for (int level = 0; level < levels; level++)
                {
                    IDirect3DSurface9 *surface = mTexStorage->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level);
                    mImageArray[face][level].setManagedSurface(surface);
                }
            }
        }
    }
    
    void TextureCubeMap::generateMipmaps()
    {
        if (!isCubeComplete())
        {
            return error(GL_INVALID_OPERATION);
        }
    
        if (!getContext()->supportsNonPower2Texture())
        {
            if (!isPow2(mImageArray[0][0].getWidth()))
            {
                return error(GL_INVALID_OPERATION);
            }
        }
    
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        unsigned int q = log2(mImageArray[0][0].getWidth());
        for (unsigned int f = 0; f < 6; f++)
        {
            for (unsigned int i = 1; i <= q; i++)
            {
                redefineImage(f, i, mImageArray[f][0].getFormat(),
                                    std::max(mImageArray[f][0].getWidth() >> i, 1),
                                    std::max(mImageArray[f][0].getWidth() >> i, 1),
                                    mImageArray[f][0].getType());
            }
        }
    
        if (mTexStorage && mTexStorage->isRenderTarget())
        {
            for (unsigned int f = 0; f < 6; f++)
            {
                for (unsigned int i = 1; i <= q; i++)
                {
                    IDirect3DSurface9 *upper = mTexStorage->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i-1);
                    IDirect3DSurface9 *lower = mTexStorage->getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i);
    
                    if (upper != NULL && lower != NULL)
                    {
                        getBlitter()->boxFilter(upper, lower);
                    }
    
                    if (upper != NULL) upper->Release();
                    if (lower != NULL) lower->Release();
    
                    mImageArray[f][i].markClean();
                }
            }
        }
        else
        {
            for (unsigned int f = 0; f < 6; f++)
            {
                for (unsigned int i = 1; i <= q; i++)
                {
                    if (mImageArray[f][i].getSurface() == NULL)
                    {
                        return error(GL_OUT_OF_MEMORY);
                    }
    
                    if (FAILED(D3DXLoadSurfaceFromSurface(mImageArray[f][i].getSurface(), NULL, NULL, mImageArray[f][i - 1].getSurface(), NULL, NULL, D3DX_FILTER_BOX, 0)))
                    {
                        ERR(" failed to load filter %d to %d.", i - 1, i);
                    }
    
                    mImageArray[f][i].markDirty();
                }
            }
        }
    }
    
    Renderbuffer *TextureCubeMap::getRenderbuffer(GLenum target)
    {
        if (!IsCubemapTextureTarget(target))
        {
            return error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
        }
    
        unsigned int face = faceIndex(target);
    
        if (mFaceProxies[face] == NULL)
        {
            mFaceProxies[face] = new Renderbuffer(id(), new RenderbufferTextureCubeMap(this, target));
        }
    
        return mFaceProxies[face];
    }
    
    // Increments refcount on surface.
    // caller must Release() the returned surface
    IDirect3DSurface9 *TextureCubeMap::getRenderTarget(GLenum target)
    {
        ASSERT(IsCubemapTextureTarget(target));
    
        // ensure the underlying texture is created
        if (getStorage(true) == NULL)
        {
            return NULL;
        }
    
        updateTexture();
        
        return mTexStorage->getCubeMapSurface(target, 0);
    }
    
    TextureStorage *TextureCubeMap::getStorage(bool renderTarget)
    {
        if (!mTexStorage || (renderTarget && !mTexStorage->isRenderTarget()))
        {
            if (renderTarget)
            {
                convertToRenderTarget();
            }
            else
            {
                createTexture();
            }
        }
    
        return mTexStorage;
    }
    
    }