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

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  • Author : Brandon Jones
    Date : 2014-07-16 14:32:05
    Hash : 6b19b002
    Message : Removing D3D-isms from gl::Texture BUG=angle:688 Change-Id: I0cdc758000993f2d54240c69a84f5ae149306d9e Reviewed-on: https://chromium-review.googlesource.com/209332 Reviewed-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Brandon Jones <bajones@chromium.org>

  • src/libGLESv2/Texture.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // 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 "libGLESv2/main.h"
    #include "common/mathutil.h"
    #include "common/utilities.h"
    #include "libGLESv2/formatutils.h"
    #include "libGLESv2/Renderbuffer.h"
    #include "libGLESv2/renderer/Image.h"
    #include "libGLESv2/renderer/d3d/TextureStorage.h"
    #include "libEGL/Surface.h"
    #include "libGLESv2/renderer/RenderTarget.h"
    
    namespace gl
    {
    
    Texture::Texture(GLuint id, GLenum target)
        : RefCountObject(id),
          mUsage(GL_NONE),
          mImmutable(false),
          mTarget(target)
    {
    }
    
    Texture::~Texture()
    {
    }
    
    GLenum Texture::getTarget() const
    {
        return mTarget;
    }
    
    void Texture::setUsage(GLenum usage)
    {
        mUsage = usage;
    }
    
    void Texture::getSamplerStateWithNativeOffset(SamplerState *sampler)
    {
        *sampler = mSamplerState;
    
        // Offset the effective base level by the texture storage's top level
        rx::TextureStorageInterface *texture = getNativeTexture();
        int topLevel = texture ? texture->getTopLevel() : 0;
        sampler->baseLevel = topLevel + mSamplerState.baseLevel;
    }
    
    GLenum Texture::getUsage() const
    {
        return mUsage;
    }
    
    GLint Texture::getBaseLevelWidth() const
    {
        const rx::Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getWidth() : 0);
    }
    
    GLint Texture::getBaseLevelHeight() const
    {
        const rx::Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getHeight() : 0);
    }
    
    GLint Texture::getBaseLevelDepth() const
    {
        const rx::Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getDepth() : 0);
    }
    
    // Note: "base level image" is loosely defined to be any image from the base level,
    // where in the base of 2D array textures and cube maps there are several. Don't use
    // the base level image for anything except querying texture format and size.
    GLenum Texture::getBaseLevelInternalFormat() const
    {
        const rx::Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
    }
    
    // Tests for texture sampling completeness
    bool Texture::isSamplerComplete(const SamplerState &samplerState) const
    {
        return getImplementation()->isSamplerComplete(samplerState);
    }
    
    rx::TextureStorageInterface *Texture::getNativeTexture()
    {
        return getImplementation()->getNativeTexture();
    }
    
    void Texture::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        getImplementation()->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source);
    }
    
    unsigned int Texture::getTextureSerial()
    {
        rx::TextureStorageInterface *texture = getNativeTexture();
        return texture ? texture->getTextureSerial() : 0;
    }
    
    bool Texture::isImmutable() const
    {
        return mImmutable;
    }
    
    int Texture::immutableLevelCount()
    {
        return (mImmutable ? getNativeTexture()->getStorageInstance()->getLevelCount() : 0);
    }
    
    int Texture::mipLevels() const
    {
        return log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
    }
    
    Texture2D::Texture2D(rx::Texture2DImpl *impl, GLuint id)
        : Texture(id, GL_TEXTURE_2D),
          mTexture(impl)
    {
        mSurface = NULL;
    }
    
    Texture2D::~Texture2D()
    {
        SafeDelete(mTexture);
    
        if (mSurface)
        {
            mSurface->setBoundTexture(NULL);
            mSurface = NULL;
        }
    }
    
    void Texture2D::setUsage(GLenum usage)
    {
        mUsage = usage;
        mTexture->setUsage(usage);
    }
    
    GLsizei Texture2D::getWidth(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(level)->getWidth();
        else
            return 0;
    }
    
    GLsizei Texture2D::getHeight(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(level)->getHeight();
        else
            return 0;
    }
    
    GLenum Texture2D::getInternalFormat(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(level)->getInternalFormat();
        else
            return GL_NONE;
    }
    
    GLenum Texture2D::getActualFormat(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(level)->getActualFormat();
        else
            return GL_NONE;
    }
    
    void Texture2D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height)
    {
        releaseTexImage();
    
        mTexture->redefineImage(level, internalformat, width, height);
    }
    
    void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat) ? internalFormat
                                                                           : GetSizedInternalFormat(format, type);
        redefineImage(level, sizedInternalFormat, width, height);
    
        mTexture->setImage(level, width, height, internalFormat, format, type, unpack, pixels);
    }
    
    void Texture2D::bindTexImage(egl::Surface *surface)
    {
        releaseTexImage();
    
        mTexture->bindTexImage(surface);
    
        mSurface = surface;
        mSurface->setBoundTexture(this);
    }
    
    void Texture2D::releaseTexImage()
    {
        if (mSurface)
        {
            mSurface->setBoundTexture(NULL);
            mSurface = NULL;
    
            mTexture->releaseTexImage();
        }
    }
    
    void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
    {
        // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
        redefineImage(level, format, width, height);
    
        mTexture->setCompressedImage(level, format, width, height, imageSize, pixels);
    }
    
    void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->subImage(level, xoffset, yoffset, width, height, format, type, unpack, pixels);
    }
    
    void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
    {
        mTexture->subImageCompressed(level, xoffset, yoffset, width, height, format, imageSize, pixels);
    }
    
    void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        GLenum sizedInternalFormat = IsSizedInternalFormat(format) ? format
                                                                   : GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
        redefineImage(level, sizedInternalFormat, width, height);
    
        mTexture->copyImage(level, format, x, y, width, height, source);
    }
    
    void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
    {
        mImmutable = true;
    
        mTexture->storage(levels, internalformat, width, height);
    }
    
    bool Texture2D::isCompressed(GLint level) const
    {
        return IsFormatCompressed(getInternalFormat(level));
    }
    
    bool Texture2D::isDepth(GLint level) const
    {
        return GetDepthBits(getInternalFormat(level)) > 0;
    }
    
    void Texture2D::generateMipmaps()
    {
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        int levelCount = mipLevels();
        for (int level = 1; level < levelCount; level++)
        {
            redefineImage(level, getBaseLevelInternalFormat(),
                          std::max(getBaseLevelWidth() >> level, 1),
                          std::max(getBaseLevelHeight() >> level, 1));
        }
    
        mTexture->generateMipmaps();
    }
    
    const rx::Image *Texture2D::getBaseLevelImage() const
    {
        return mTexture->getImage(0);
    }
    
    unsigned int Texture2D::getRenderTargetSerial(GLint level)
    {
        return mTexture->getRenderTargetSerial(level);
    }
    
    rx::RenderTarget *Texture2D::getRenderTarget(GLint level)
    {
        return mTexture->getRenderTarget(level);
    }
    
    rx::RenderTarget *Texture2D::getDepthSencil(GLint level)
    {
        return mTexture->getDepthSencil(level);
    }
    
    TextureCubeMap::TextureCubeMap(rx::TextureCubeImpl *impl, GLuint id)
        : Texture(id, GL_TEXTURE_CUBE_MAP),
          mTexture(impl)
    {
    }
    
    TextureCubeMap::~TextureCubeMap()
    {
        SafeDelete(mTexture);
    }
    
    void TextureCubeMap::setUsage(GLenum usage)
    {
        mUsage = usage;
        mTexture->setUsage(usage);
    }
    
    GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(target, level)->getWidth();
        else
            return 0;
    }
    
    GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(target, level)->getHeight();
        else
            return 0;
    }
    
    GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(target, level)->getInternalFormat();
        else
            return GL_NONE;
    }
    
    GLenum TextureCubeMap::getActualFormat(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(target, level)->getActualFormat();
        else
            return GL_NONE;
    }
    
    void TextureCubeMap::setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(0, level, width, height, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(1, level, width, height, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(2, level, width, height, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(3, level, width, height, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(4, level, width, height, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(5, level, width, height, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
    {
        mTexture->setCompressedImage(target, level, format, width, height, imageSize, pixels);
    }
    
    void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->subImage(target, level, xoffset, yoffset, width, height, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
    {
        mTexture->subImageCompressed(target, level, xoffset, yoffset, width, height, format, imageSize, pixels);
    }
    
    // Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool TextureCubeMap::isCubeComplete() const
    {
        return mTexture->isCubeComplete();
    }
    
    bool TextureCubeMap::isCompressed(GLenum target, GLint level) const
    {
        return IsFormatCompressed(getInternalFormat(target, level));
    }
    
    bool TextureCubeMap::isDepth(GLenum target, GLint level) const
    {
        return GetDepthBits(getInternalFormat(target, level)) > 0;
    }
    
    void TextureCubeMap::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        mTexture->copyImage(target, level, format, x, y, width, height, source);
    }
    
    void TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size)
    {
        mImmutable = true;
    
        mTexture->storage(levels, internalformat, size);
    }
    
    void TextureCubeMap::generateMipmaps()
    {
        mTexture->generateMipmaps();
    }
    
    const rx::Image *TextureCubeMap::getBaseLevelImage() const
    {
        // Note: if we are not cube-complete, there is no single base level image that can describe all
        // cube faces, so this method is only well-defined for a cube-complete base level.
        return mTexture->getImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0);
    }
    
    unsigned int TextureCubeMap::getRenderTargetSerial(GLenum target, GLint level)
    {
        return mTexture->getRenderTargetSerial(target, level);
    }
    
    rx::RenderTarget *TextureCubeMap::getRenderTarget(GLenum target, GLint level)
    {
        return mTexture->getRenderTarget(target, level);
    }
    
    rx::RenderTarget *TextureCubeMap::getDepthStencil(GLenum target, GLint level)
    {
        return mTexture->getDepthStencil(target, level);
    }
    
    Texture3D::Texture3D(rx::Texture3DImpl *impl, GLuint id)
        : Texture(id, GL_TEXTURE_3D),
          mTexture(impl)
    {
    }
    
    Texture3D::~Texture3D()
    {
        SafeDelete(mTexture);
    }
    
    void Texture3D::setUsage(GLenum usage)
    {
        mUsage = usage;
        mTexture->setUsage(usage);
    }
    
    GLsizei Texture3D::getWidth(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getWidth() : 0;
    }
    
    GLsizei Texture3D::getHeight(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getHeight() : 0;
    }
    
    GLsizei Texture3D::getDepth(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getDepth() : 0;
    }
    
    GLenum Texture3D::getInternalFormat(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getInternalFormat() : GL_NONE;
    }
    
    GLenum Texture3D::getActualFormat(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getActualFormat() : GL_NONE;
    }
    
    bool Texture3D::isCompressed(GLint level) const
    {
        return IsFormatCompressed(getInternalFormat(level));
    }
    
    bool Texture3D::isDepth(GLint level) const
    {
        return GetDepthBits(getInternalFormat(level)) > 0;
    }
    
    void Texture3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(level, width, height, depth, internalFormat, format, type, unpack, pixels);
    }
    
    void Texture3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
    {
        mTexture->setCompressedImage(level, format, width, height, depth, imageSize, pixels);
    }
    
    void Texture3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->subImage(level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels);
    }
    
    void Texture3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
    {
        mTexture->subImageCompressed(level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels);
    }
    
    void Texture3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
    {
        mImmutable = true;
    
        mTexture->storage(levels, internalformat, width, height, depth);
    }
    
    void Texture3D::generateMipmaps()
    {
        mTexture->generateMipmaps();
    }
    
    const rx::Image *Texture3D::getBaseLevelImage() const
    {
        return mTexture->getImage(0);
    }
    
    unsigned int Texture3D::getRenderTargetSerial(GLint level, GLint layer)
    {
        return mTexture->getRenderTargetSerial(level, layer);
    }
    
    
    rx::RenderTarget *Texture3D::getRenderTarget(GLint level, GLint layer)
    {
        return mTexture->getRenderTarget(level, layer);
    }
    
    rx::RenderTarget *Texture3D::getDepthStencil(GLint level, GLint layer)
    {
        return mTexture->getDepthStencil(level, layer);
    }
    
    Texture2DArray::Texture2DArray(rx::Texture2DArrayImpl *impl, GLuint id)
        : Texture(id, GL_TEXTURE_2D_ARRAY),
          mTexture(impl)
    {
    }
    
    Texture2DArray::~Texture2DArray()
    {
        SafeDelete(mTexture);
    }
    
    void Texture2DArray::setUsage(GLenum usage)
    {
        mUsage = usage;
        mTexture->setUsage(usage);
    }
    
    GLsizei Texture2DArray::getWidth(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getWidth() : 0;
    }
    
    GLsizei Texture2DArray::getHeight(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getHeight() : 0;
    }
    
    GLsizei Texture2DArray::getLayers(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getLayerCount(level) : 0;
    }
    
    GLenum Texture2DArray::getInternalFormat(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getInternalFormat() : GL_NONE;
    }
    
    GLenum Texture2DArray::getActualFormat(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getActualFormat() : GL_NONE;
    }
    
    bool Texture2DArray::isCompressed(GLint level) const
    {
        return IsFormatCompressed(getInternalFormat(level));
    }
    
    bool Texture2DArray::isDepth(GLint level) const
    {
        return GetDepthBits(getInternalFormat(level)) > 0;
    }
    
    void Texture2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(level, width, height, depth, internalFormat, format, type, unpack, pixels);
    }
    
    void Texture2DArray::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
    {
        mTexture->setCompressedImage(level, format, width, height, depth, imageSize, pixels);
    }
    
    void Texture2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->subImage(level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels);
    }
    
    void Texture2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
    {
        mTexture->subImageCompressed(level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels);
    }
    
    void Texture2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
    {
        mImmutable = true;
    
        mTexture->storage(levels, internalformat, width, height, depth);
    }
    
    void Texture2DArray::generateMipmaps()
    {
        mTexture->generateMipmaps();
    }
    
    const rx::Image *Texture2DArray::getBaseLevelImage() const
    {
        return (mTexture->getLayerCount(0) > 0 ? mTexture->getImage(0, 0) : NULL);
    }
    
    unsigned int Texture2DArray::getRenderTargetSerial(GLint level, GLint layer)
    {
        return mTexture->getRenderTargetSerial(level, layer);
    }
    
    rx::RenderTarget *Texture2DArray::getRenderTarget(GLint level, GLint layer)
    {
        return mTexture->getRenderTarget(level, layer);
    }
    
    rx::RenderTarget *Texture2DArray::getDepthStencil(GLint level, GLint layer)
    {
        return mTexture->getDepthStencil(level, layer);
    }
    
    }