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

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  • Author : daniel@transgaming.com
    Date : 2010-04-20 18:52:00
    Hash : 8fd99e26
    Message : Implement support for mipmap generation TRAC #11338 Signed-off-by: Nicolas Capens Signed-off-by: Daniel Koch Author: Andrew Lewycky git-svn-id: https://angleproject.googlecode.com/svn/trunk@161 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 "Texture.h"
    
    #include <algorithm>
    
    #include "main.h"
    #include "mathutil.h"
    #include "common/debug.h"
    #include "utilities.h"
    #include "Blit.h"
    
    namespace gl
    {
    
    Texture::Image::Image()
      : width(0), height(0), dirty(false), surface(NULL)
    {
    }
    
    Texture::Image::~Image()
    {
      if (surface) surface->Release();
    }
    
    Texture::Texture(Context *context) : Colorbuffer(0), mContext(context)
    {
        mMinFilter = GL_NEAREST_MIPMAP_LINEAR;
        mMagFilter = GL_LINEAR;
        mWrapS = GL_REPEAT;
        mWrapT = GL_REPEAT;
    
        mDirtyMetaData = true;
    }
    
    Texture::~Texture()
    {
    }
    
    Blit *Texture::getBlitter()
    {
        return mContext->getBlitter();
    }
    
    // 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:
            mMinFilter = filter;
            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:
            mMagFilter = filter;
            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:
            mWrapS = wrap;
            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:
            mWrapT = wrap;
            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;
    }
    
    // Selects an internal Direct3D 9 format for storing an Image
    D3DFORMAT Texture::selectFormat(GLenum format)
    {
        return D3DFMT_A8R8G8B8;
    }
    
    // Returns the size, in bytes, of a single texel in an Image
    int Texture::pixelSize(GLenum format, GLenum type)
    {
        switch (type)
        {
          case GL_UNSIGNED_BYTE:
            switch (format)
            {
              case GL_ALPHA:           return sizeof(unsigned char);
              case GL_LUMINANCE:       return sizeof(unsigned char);
              case GL_LUMINANCE_ALPHA: return sizeof(unsigned char) * 2;
              case GL_RGB:             return sizeof(unsigned char) * 3;
              case GL_RGBA:            return sizeof(unsigned char) * 4;
              default: UNREACHABLE();
            }
            break;
          case GL_UNSIGNED_SHORT_4_4_4_4:
          case GL_UNSIGNED_SHORT_5_5_5_1:
          case GL_UNSIGNED_SHORT_5_6_5:
            return sizeof(unsigned short);
          default: UNREACHABLE();
        }
    
        return 0;
    }
    
    int Texture::imagePitch(const Image &img) const
    {
        return img.width * 4;
    }
    
    GLsizei Texture::computePitch(GLsizei width, GLenum format, GLenum type, GLint alignment) const
    {
        ASSERT(alignment > 0 && isPow2(alignment));
    
        GLsizei rawPitch = pixelSize(format, type) * width;
        return (rawPitch + alignment - 1) & ~(alignment - 1);
    }
    
    // Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
    // into the BGRA8 pixel rectangle at output with outputPitch bytes in between each line.
    void Texture::loadImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type,
                                GLint unpackAlignment, const void *input, size_t outputPitch, void *output) const
    {
        GLsizei inputPitch = computePitch(width, format, type, unpackAlignment);
    
        for (int y = 0; y < height; y++)
        {
            const unsigned char *source = static_cast<const unsigned char*>(input) + y * inputPitch;
            const unsigned short *source16 = reinterpret_cast<const unsigned short*>(source);
            unsigned char *dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
    
            for (int x = 0; x < width; x++)
            {
                unsigned char r;
                unsigned char g;
                unsigned char b;
                unsigned char a;
    
                switch (format)
                {
                  case GL_ALPHA:
                    a = source[x];
                    r = 0;
                    g = 0;
                    b = 0;
                    break;
    
                  case GL_LUMINANCE:
                    r = source[x];
                    g = source[x];
                    b = source[x];
                    a = 0xFF;
                    break;
    
                  case GL_LUMINANCE_ALPHA:
                    r = source[2*x+0];
                    g = source[2*x+0];
                    b = source[2*x+0];
                    a = source[2*x+1];
                    break;
    
                  case GL_RGB:
                    switch (type)
                    {
                      case GL_UNSIGNED_BYTE:
                        r = source[x * 3 + 0];
                        g = source[x * 3 + 1];
                        b = source[x * 3 + 2];
                        a = 0xFF;
                        break;
    
                      case GL_UNSIGNED_SHORT_5_6_5:
                        {
                            unsigned short rgba = source16[x];
    
                            a = 0xFF;
                            b = ((rgba & 0x001F) << 3) | ((rgba & 0x001F) >> 2);
                            g = ((rgba & 0x07E0) >> 3) | ((rgba & 0x07E0) >> 9);
                            r = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13);
                        }
                        break;
    
                      default: UNREACHABLE();
                    }
                    break;
    
                  case GL_RGBA:
                    switch (type)
                    {
                      case GL_UNSIGNED_BYTE:
                        r = source[x * 4 + 0];
                        g = source[x * 4 + 1];
                        b = source[x * 4 + 2];
                        a = source[x * 4 + 3];
                        break;
    
                      case GL_UNSIGNED_SHORT_4_4_4_4:
                        {
                            unsigned short rgba = source16[x];
    
                            a = ((rgba & 0x000F) << 4) | ((rgba & 0x000F) >> 0);
                            b = ((rgba & 0x00F0) << 0) | ((rgba & 0x00F0) >> 4);
                            g = ((rgba & 0x0F00) >> 4) | ((rgba & 0x0F00) >> 8);
                            r = ((rgba & 0xF000) >> 8) | ((rgba & 0xF000) >> 12);
                        }
                        break;
    
                      case GL_UNSIGNED_SHORT_5_5_5_1:
                        {
                            unsigned short rgba = source16[x];
    
                            a = (rgba & 0x0001) ? 0xFF : 0;
                            b = ((rgba & 0x003E) << 2) | ((rgba & 0x003E) >> 3);
                            g = ((rgba & 0x07C0) >> 3) | ((rgba & 0x07C0) >> 8);
                            r = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13);
                        }
                        break;
    
                      default: UNREACHABLE();
                    }
                    break;
                  default: UNREACHABLE();
                }
    
                dest[4 * x + 0] = b;
                dest[4 * x + 1] = g;
                dest[4 * x + 2] = r;
                dest[4 * x + 3] = a;
            }
        }
    }
    
    void Texture::setImage(GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *img)
    {
        IDirect3DSurface9 *newSurface = NULL;
    
        if (width != 0 && height != 0)
        {
            HRESULT result = getDevice()->CreateOffscreenPlainSurface(width, height, selectFormat(format), D3DPOOL_SYSTEMMEM, &newSurface, NULL);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                return error(GL_OUT_OF_MEMORY);
            }
        }
    
        if (img->surface) img->surface->Release();
        img->surface = newSurface;
    
        img->width = width;
        img->height = height;
        img->format = format;
    
        if (pixels != NULL && newSurface != NULL)
        {
            D3DLOCKED_RECT locked;
            HRESULT result = newSurface->LockRect(&locked, NULL, 0);
    
            ASSERT(SUCCEEDED(result));
    
            if (SUCCEEDED(result))
            {
                loadImageData(0, 0, width, height, format, type, unpackAlignment, pixels, locked.Pitch, locked.pBits);
                newSurface->UnlockRect();
            }
    
            img->dirty = true;
        }
    
        mDirtyMetaData = true;
    }
    
    void Texture::subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *img)
    {
        if (width + xoffset > img->width || height + yoffset > img->height) return error(GL_INVALID_VALUE);
    
        D3DLOCKED_RECT locked;
        HRESULT result = img->surface->LockRect(&locked, NULL, 0);
    
        ASSERT(SUCCEEDED(result));
    
        if (SUCCEEDED(result))
        {
            loadImageData(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, locked.Pitch, locked.pBits);
            img->surface->UnlockRect();
        }
    
        img->dirty = true;
    }
    
    IDirect3DBaseTexture9 *Texture::getTexture()
    {
        if (!isComplete())
        {
            return NULL;
        }
    
        if (mDirtyMetaData)
        {
            mBaseTexture = createTexture();
        }
    
        if (mDirtyMetaData || dirtyImageData())
        {
            updateTexture();
        }
    
        mDirtyMetaData = false;
        ASSERT(!dirtyImageData());
    
        return mBaseTexture;
    }
    
    // Returns the top-level texture surface as a render target
    IDirect3DSurface9 *Texture::getRenderTarget(GLenum target)
    {
        if (mDirtyMetaData && mRenderTarget)
        {
            mRenderTarget->Release();
            mRenderTarget = NULL;
        }
    
        if (!mRenderTarget)
        {
            mBaseTexture = convertToRenderTarget();
            mRenderTarget = getSurface(target);
        }
    
        if (dirtyImageData())
        {
            updateTexture();
        }
    
        mDirtyMetaData = false;
    
        return mRenderTarget;
    }
    
    void Texture::dropTexture()
    {
        if (mRenderTarget)
        {
            mRenderTarget->Release();
            mRenderTarget = NULL;
        }
    
        if (mBaseTexture)
        {
            mBaseTexture = NULL;
        }
    }
    
    void Texture::pushTexture(IDirect3DBaseTexture9 *newTexture)
    {
        mBaseTexture = newTexture;
        mDirtyMetaData = false;
    }
    
    
    Texture2D::Texture2D(Context *context) : Texture(context)
    {
        mTexture = NULL;
    }
    
    Texture2D::~Texture2D()
    {
        if (mTexture)
        {
            mTexture->Release();
            mTexture = NULL;
        }
    }
    
    GLenum Texture2D::getTarget() const
    {
        return GL_TEXTURE_2D;
    }
    
    // While OpenGL doesn't check texture consistency until draw-time, D3D9 requires a complete texture
    // for render-to-texture (such as CopyTexImage). We have no way of keeping individual inconsistent levels.
    // Call this when a particular level of the texture must be defined with a specific format, width and height.
    //
    // Returns true if the existing texture was unsuitable had to be destroyed. If so, it will also set
    // a new height and width for the texture by working backwards from the given width and height.
    bool Texture2D::redefineTexture(GLint level, GLenum internalFormat, GLsizei width, GLsizei height)
    {
        bool widthOkay = (mWidth >> level == width);
        bool heightOkay = (mHeight >> level == height);
    
        bool sizeOkay = ((widthOkay && heightOkay)
                         || (widthOkay && mHeight >> level == 0 && height == 1)
                         || (heightOkay && mWidth >> level == 0 && width == 1));
    
        bool textureOkay = (sizeOkay && internalFormat == mImageArray[0].format);
    
        if (!textureOkay)
        {
            TRACE("Redefining 2D texture (%d, 0x%04X, %d, %d => 0x%04X, %d, %d).", level,
                  mImageArray[0].format, mWidth, mHeight,
                  internalFormat, width, height);
    
            // Purge all the levels and the texture.
    
            for (int i = 0; i < MAX_TEXTURE_LEVELS; i++)
            {
                if (mImageArray[i].surface != NULL)
                {
                    mImageArray[i].dirty = false;
    
                    mImageArray[i].surface->Release();
                    mImageArray[i].surface = NULL;
                }
            }
    
            if (mTexture != NULL)
            {
                mTexture->Release();
                mTexture = NULL;
                dropTexture();
            }
    
            mWidth = width << level;
            mHeight = height << level;
            mImageArray[0].format = internalFormat;
        }
    
        return !textureOkay;
    }
    
    void Texture2D::setImage(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        redefineTexture(level, internalFormat, width, height);
    
        Texture::setImage(width, height, format, type, unpackAlignment, pixels, &mImageArray[level]);
    }
    
    void Texture2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        ASSERT(mImageArray[level].surface != NULL);
    
        if (mTexture != NULL)
        {
            IDirect3DSurface9 *destLevel = NULL;
            HRESULT result = mTexture->GetSurfaceLevel(level, &destLevel);
    
            ASSERT(SUCCEEDED(result));
    
            if (SUCCEEDED(result))
            {
                Image *img = &mImageArray[level];
    
                RECT sourceRect;
                sourceRect.left = xoffset;
                sourceRect.top = yoffset;
                sourceRect.right = xoffset + width;
                sourceRect.bottom = yoffset + height;
    
                POINT destPoint;
                destPoint.x = xoffset;
                destPoint.y = yoffset;
    
                result = getDevice()->UpdateSurface(img->surface, &sourceRect, destLevel, &destPoint);
                ASSERT(SUCCEEDED(result));
    
                destLevel->Release();
    
                img->dirty = false;
            }
        }
    }
    
    void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[level]);
        commitRect(level, xoffset, yoffset, width, height);
    }
    
    void Texture2D::copyImage(GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, Renderbuffer *source)
    {
        if (redefineTexture(level, internalFormat, width, height))
        {
            convertToRenderTarget();
            pushTexture(mTexture);
        }
    
        if (width != 0 && height != 0)
        {
            RECT sourceRect;
            sourceRect.left = x;
            sourceRect.right = x + width;
            sourceRect.top = source->getHeight() - (y + height);
            sourceRect.bottom = source->getHeight() - y;
    
            IDirect3DSurface9 *dest;
            HRESULT hr = mTexture->GetSurfaceLevel(level, &dest);
    
            getBlitter()->formatConvert(source->getRenderTarget(), sourceRect, internalFormat, 0, 0, dest);
            dest->Release();
        }
    
        mImageArray[level].width = width;
        mImageArray[level].height = height;
        mImageArray[level].format = internalFormat;
    }
    
    void Texture2D::copySubImage(GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Renderbuffer *source)
    {
        if (xoffset + width > mImageArray[level].width || yoffset + height > mImageArray[level].height)
        {
            return error(GL_INVALID_VALUE);
        }
    
        if (redefineTexture(0, mImageArray[0].format, mImageArray[0].width, mImageArray[0].height))
        {
            convertToRenderTarget();
            pushTexture(mTexture);
        }
        else
        {
            getRenderTarget(GL_TEXTURE_2D);
        }
    
        RECT sourceRect;
        sourceRect.left = x;
        sourceRect.right = x + width;
        sourceRect.top = source->getHeight() - (y + height);
        sourceRect.bottom = source->getHeight() - y;
    
        IDirect3DSurface9 *dest;
        HRESULT hr = mTexture->GetSurfaceLevel(level, &dest);
    
        getBlitter()->formatConvert(source->getRenderTarget(), sourceRect, mImageArray[0].format, xoffset, yoffset, dest);
        dest->Release();
    }
    
    // Tests for GL texture object completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool Texture2D::isComplete() const
    {
        ASSERT(mWidth == mImageArray[0].width && mHeight == mImageArray[0].height);
    
        if (mWidth <= 0 || mHeight <= 0)
        {
            return false;
        }
    
        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();
        }
    
        if (mipmapping)
        {
            int q = log2(std::max(mWidth, mHeight));
    
            for (int level = 1; level <= q; level++)
            {
                if (mImageArray[level].format != mImageArray[0].format)
                {
                    return false;
                }
    
                if (mImageArray[level].width != (mImageArray[level - 1].width + 1) / 2)
                {
                    return false;
                }
    
                if (mImageArray[level].height != (mImageArray[level - 1].height + 1) / 2)
                {
                    return false;
                }
            }
        }
    
        return true;
    }
    
    // Constructs a Direct3D 9 texture resource from the texture images, or returns an existing one
    IDirect3DBaseTexture9 *Texture2D::createTexture()
    {
        IDirect3DTexture9 *texture;
    
        IDirect3DDevice9 *device = getDevice();
        D3DFORMAT format = selectFormat(mImageArray[0].format);
    
        HRESULT result = device->CreateTexture(mWidth, mHeight, 0, 0, format, D3DPOOL_DEFAULT, &texture, NULL);
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
        }
    
        if (mTexture) mTexture->Release();
        mTexture = texture;
        return texture;
    }
    
    void Texture2D::updateTexture()
    {
        IDirect3DDevice9 *device = getDevice();
    
        int levelCount = mTexture->GetLevelCount();
    
        for (int level = 0; level < levelCount; level++)
        {
            if (mImageArray[level].dirty)
            {
                IDirect3DSurface9 *levelSurface = NULL;
                HRESULT result = mTexture->GetSurfaceLevel(level, &levelSurface);
    
                ASSERT(SUCCEEDED(result));
    
                if (SUCCEEDED(result))
                {
                    result = device->UpdateSurface(mImageArray[level].surface, NULL, levelSurface, NULL);
                    ASSERT(SUCCEEDED(result));
    
                    levelSurface->Release();
    
                    mImageArray[level].dirty = false;
                }
            }
        }
    }
    
    IDirect3DBaseTexture9 *Texture2D::convertToRenderTarget()
    {
        IDirect3DTexture9 *texture = NULL;
    
        if (mWidth != 0 && mHeight != 0)
        {
            IDirect3DDevice9 *device = getDevice();
            D3DFORMAT format = selectFormat(mImageArray[0].format);
    
            HRESULT result = device->CreateTexture(mWidth, mHeight, 0, D3DUSAGE_RENDERTARGET, format, D3DPOOL_DEFAULT, &texture, NULL);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
            }
    
            if (mTexture != NULL)
            {
                int levels = texture->GetLevelCount();
                for (int i = 0; i < levels; i++)
                {
                    IDirect3DSurface9 *source;
                    result = mTexture->GetSurfaceLevel(i, &source);
    
                    if (FAILED(result))
                    {
                        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                        texture->Release();
    
                        return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
                    }
    
                    IDirect3DSurface9 *dest;
                    result = texture->GetSurfaceLevel(i, &dest);
    
                    if (FAILED(result))
                    {
                        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                        texture->Release();
                        source->Release();
    
                        return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
                    }
    
                    result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
    
                    if (FAILED(result))
                    {
                        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                        texture->Release();
                        source->Release();
                        dest->Release();
    
                        return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
                    }
    
                    source->Release();
                    dest->Release();
                }
            }
        }
    
        if (mTexture != NULL)
        {
            mTexture->Release();
        }
    
        mTexture = texture;
        return mTexture;
    }
    
    IDirect3DSurface9 *Texture2D::getSurface(GLenum target)
    {
        ASSERT(target == GL_TEXTURE_2D);
    
        IDirect3DSurface9 *surface = NULL;
        HRESULT result = mTexture->GetSurfaceLevel(0, &surface);
    
        ASSERT(SUCCEEDED(result));
    
        return surface;
    }
    
    bool Texture2D::dirtyImageData() const
    {
        int q = log2(std::max(mWidth, mHeight));
    
        for (int i = 0; i <= q; i++)
        {
            if (mImageArray[i].dirty) return true;
        }
    
        return false;
    }
    
    void Texture2D::generateMipmaps()
    {
        if (!isPow2(mImageArray[0].width) || !isPow2(mImageArray[0].height))
        {
            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(mWidth, mHeight));
        for (unsigned int i = 1; i <= q; i++)
        {
            if (mImageArray[i].surface != NULL)
            {
                mImageArray[i].surface->Release();
                mImageArray[i].surface = NULL;
            }
    
            mImageArray[i].dirty = false;
    
            mImageArray[i].format = mImageArray[0].format;
            mImageArray[i].width = std::max(mImageArray[0].width >> i, 1);
            mImageArray[i].height = std::max(mImageArray[0].height >> i, 1);
        }
    
        getRenderTarget();
    
        for (unsigned int i = 1; i <= q; i++)
        {
            IDirect3DSurface9 *upper = NULL;
            IDirect3DSurface9 *lower = NULL;
    
            mTexture->GetSurfaceLevel(i-1, &upper);
            mTexture->GetSurfaceLevel(i, &lower);
    
            if (upper != NULL && lower != NULL)
            {
                getBlitter()->boxFilter(upper, lower);
            }
    
            if (upper != NULL) upper->Release();
            if (lower != NULL) lower->Release();
        }
    }
    
    TextureCubeMap::TextureCubeMap(Context *context) : Texture(context)
    {
        mTexture = NULL;
    }
    
    TextureCubeMap::~TextureCubeMap()
    {
        if (mTexture)
        {
            mTexture->Release();
            mTexture = NULL;
        }
    }
    
    GLenum TextureCubeMap::getTarget() const
    {
        return GL_TEXTURE_CUBE_MAP;
    }
    
    void TextureCubeMap::setImagePosX(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(0, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImageNegX(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(1, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImagePosY(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(2, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImageNegY(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(3, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImagePosZ(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(4, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImageNegZ(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(5, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::commitRect(GLenum faceTarget, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        int face = faceIndex(faceTarget);
    
        ASSERT(mImageArray[face][level].surface != NULL);
    
        if (mTexture != NULL)
        {
            IDirect3DSurface9 *destLevel = getCubeMapSurface(face, level);
            ASSERT(destLevel != NULL);
    
            if (destLevel != NULL)
            {
                Image *img = &mImageArray[face][level];
    
                RECT sourceRect;
                sourceRect.left = xoffset;
                sourceRect.top = yoffset;
                sourceRect.right = xoffset + width;
                sourceRect.bottom = yoffset + height;
    
                POINT destPoint;
                destPoint.x = xoffset;
                destPoint.y = yoffset;
    
                HRESULT result = getDevice()->UpdateSurface(img->surface, &sourceRect, destLevel, &destPoint);
                ASSERT(SUCCEEDED(result));
    
                destLevel->Release();
    
                img->dirty = false;
            }
        }
    }
    
    void TextureCubeMap::subImage(GLenum face, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[faceIndex(face)][level]);
        commitRect(face, level, xoffset, yoffset, width, height);
    }
    
    // Tests for GL texture object completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool TextureCubeMap::isComplete() const
    {
        if (mWidth <= 0 || mHeight <= 0 || mWidth != mHeight)
        {
            return false;
        }
    
        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();
        }
    
        for (int face = 0; face < 6; face++)
        {
            if (mImageArray[face][0].width != mWidth || mImageArray[face][0].height != mHeight)
            {
                return false;
            }
        }
    
        if (mipmapping)
        {
            int q = log2(mWidth);
    
            for (int face = 0; face < 6; face++)
            {
                for (int level = 1; level <= q; level++)
                {
                    if (mImageArray[face][level].format != mImageArray[0][0].format)
                    {
                        return false;
                    }
    
                    if (mImageArray[face][level].width != (mImageArray[0][level - 1].width + 1) / 2)
                    {
                        return false;
                    }
    
                    if (mImageArray[face][level].height != (mImageArray[0][level - 1].height + 1) / 2)
                    {
                        return false;
                    }
                }
            }
        }
    
        return true;
    }
    
    // Constructs a Direct3D 9 texture resource from the texture images, or returns an existing one
    IDirect3DBaseTexture9 *TextureCubeMap::createTexture()
    {
        IDirect3DDevice9 *device = getDevice();
        D3DFORMAT format = selectFormat(mImageArray[0][0].format);
    
        IDirect3DCubeTexture9 *texture;
    
        HRESULT result = device->CreateCubeTexture(mWidth, 0, 0, format, D3DPOOL_DEFAULT, &texture, NULL);
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
        }
    
        if (mTexture) mTexture->Release();
    
        mTexture = texture;
        return mTexture;
    }
    
    void TextureCubeMap::updateTexture()
    {
        IDirect3DDevice9 *device = getDevice();
    
        for (int face = 0; face < 6; face++)
        {
            for (int level = 0; level <= log2(mWidth); level++)
            {
                Image *img = &mImageArray[face][level];
    
                if (img->dirty)
                {
                    IDirect3DSurface9 *levelSurface = getCubeMapSurface(face, level);
                    ASSERT(levelSurface != NULL);
    
                    if (levelSurface != NULL)
                    {
                        HRESULT result = device->UpdateSurface(img->surface, NULL, levelSurface, NULL);
                        ASSERT(SUCCEEDED(result));
    
                        levelSurface->Release();
    
                        img->dirty = false;
                    }
                }
            }
        }
    }
    
    IDirect3DBaseTexture9 *TextureCubeMap::convertToRenderTarget()
    {
        IDirect3DCubeTexture9 *texture = NULL;
    
        if (mWidth != 0)
        {
            IDirect3DDevice9 *device = getDevice();
            D3DFORMAT format = selectFormat(mImageArray[0][0].format);
    
            HRESULT result = device->CreateCubeTexture(mWidth, 0, D3DUSAGE_RENDERTARGET, format, D3DPOOL_DEFAULT, &texture, NULL);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
            }
    
            if (mTexture != NULL)
            {
                int levels = texture->GetLevelCount();
                for (int f = 0; f < 6; f++)
                {
                    for (int i = 0; i < levels; i++)
                    {
                        IDirect3DSurface9 *source;
                        result = mTexture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(f), i, &source);
    
                        if (FAILED(result))
                        {
                            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                            texture->Release();
    
                            return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
                        }
    
                        IDirect3DSurface9 *dest;
                        result = texture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(f), i, &dest);
    
                        if (FAILED(result))
                        {
                            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                            texture->Release();
                            source->Release();
    
                            return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
                        }
    
                        result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
    
                        if (FAILED(result))
                        {
                            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                            texture->Release();
                            source->Release();
                            dest->Release();
    
                            return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
                        }
                    }
                }
            }
        }
    
        if (mTexture != NULL)
        {
            mTexture->Release();
        }
    
        mTexture = texture;
        return mTexture;
    }
    
    IDirect3DSurface9 *TextureCubeMap::getSurface(GLenum target)
    {
        ASSERT(es2dx::IsCubemapTextureTarget(target));
    
        IDirect3DSurface9 *surface = getCubeMapSurface(target, 0);
        ASSERT(surface != NULL);
        return surface;
    }
    
    void TextureCubeMap::setImage(int face, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        redefineTexture(level, internalFormat, width);
    
        Texture::setImage(width, height, format, type, unpackAlignment, pixels, &mImageArray[face][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;
    }
    
    bool TextureCubeMap::dirtyImageData() const
    {
        int q = log2(mWidth);
    
        for (int f = 0; f < 6; f++)
        {
            for (int i = 0; i <= q; i++)
            {
                if (mImageArray[f][i].dirty) return true;
            }
        }
    
        return false;
    }
    
    // While OpenGL doesn't check texture consistency until draw-time, D3D9 requires a complete texture
    // for render-to-texture (such as CopyTexImage). We have no way of keeping individual inconsistent levels & faces.
    // Call this when a particular level of the texture must be defined with a specific format, width and height.
    //
    // Returns true if the existing texture was unsuitable had to be destroyed. If so, it will also set
    // a new size for the texture by working backwards from the given size.
    bool TextureCubeMap::redefineTexture(GLint level, GLenum internalFormat, GLsizei width)
    {
        // Are these settings compatible with level 0?
        bool sizeOkay = (mImageArray[0][0].width >> level == width);
    
        bool textureOkay = (sizeOkay && internalFormat == mImageArray[0][0].format);
    
        if (!textureOkay)
        {
            TRACE("Redefining cube texture (%d, 0x%04X, %d => 0x%04X, %d).", level,
                  mImageArray[0][0].format, mImageArray[0][0].width,
                  internalFormat, width);
    
            // Purge all the levels and the texture.
            for (int i = 0; i < MAX_TEXTURE_LEVELS; i++)
            {
                for (int f = 0; f < 6; f++)
                {
                    if (mImageArray[f][i].surface != NULL)
                    {
                        mImageArray[f][i].dirty = false;
    
                        mImageArray[f][i].surface->Release();
                        mImageArray[f][i].surface = NULL;
                    }
                }
            }
    
            if (mTexture != NULL)
            {
                mTexture->Release();
                mTexture = NULL;
                dropTexture();
            }
    
            mWidth = width << level;
            mImageArray[0][0].width = width << level;
            mHeight = width << level;
            mImageArray[0][0].height = width << level;
    
            mImageArray[0][0].format = internalFormat;
        }
    
        return !textureOkay;
    }
    
    void TextureCubeMap::copyImage(GLenum face, GLint level, GLenum internalFormat, GLint x, GLint y, GLsizei width, GLsizei height, Renderbuffer *source)
    {
        unsigned int faceindex = faceIndex(face);
    
        if (redefineTexture(level, internalFormat, width))
        {
            convertToRenderTarget();
            pushTexture(mTexture);
        }
    
        ASSERT(width == height);
    
        if (width > 0)
        {
            RECT sourceRect;
            sourceRect.left = x;
            sourceRect.right = x + width;
            sourceRect.top = source->getHeight() - (y + height);
            sourceRect.bottom = source->getHeight() - y;
    
            IDirect3DSurface9 *dest = getCubeMapSurface(face, level);
    
            getBlitter()->formatConvert(source->getRenderTarget(), sourceRect, internalFormat, 0, 0, dest);
            dest->Release();
        }
    
        mImageArray[faceindex][level].width = width;
        mImageArray[faceindex][level].height = height;
        mImageArray[faceindex][level].format = internalFormat;
    }
    
    IDirect3DSurface9 *TextureCubeMap::getCubeMapSurface(unsigned int faceIdentifier, unsigned int level)
    {
        unsigned int faceIndex;
    
        if (faceIdentifier < 6)
        {
            faceIndex = faceIdentifier;
        }
        else if (faceIdentifier >= GL_TEXTURE_CUBE_MAP_POSITIVE_X && faceIdentifier <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z)
        {
            faceIndex = faceIdentifier - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
        }
        else
        {
            UNREACHABLE();
            faceIndex = 0;
        }
    
        if (mTexture == NULL)
        {
            UNREACHABLE();
            return NULL;
        }
    
        IDirect3DSurface9 *surface = NULL;
    
        HRESULT hr = mTexture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(faceIndex), level, &surface);
    
        return (SUCCEEDED(hr)) ? surface : NULL;
    }
    
    void TextureCubeMap::copySubImage(GLenum face, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Renderbuffer *source)
    {
        GLsizei size = mImageArray[faceIndex(face)][level].width;
    
        if (xoffset + width > size || yoffset + height > size)
        {
            return error(GL_INVALID_VALUE);
        }
    
        if (redefineTexture(0, mImageArray[0][0].format, mImageArray[0][0].width))
        {
            convertToRenderTarget();
            pushTexture(mTexture);
        }
        else
        {
            getRenderTarget(face);
        }
    
        RECT sourceRect;
        sourceRect.left = x;
        sourceRect.right = x + width;
        sourceRect.top = source->getHeight() - (y + height);
        sourceRect.bottom = source->getHeight() - y;
    
        IDirect3DSurface9 *dest = getCubeMapSurface(face, level);
    
        getBlitter()->formatConvert(source->getRenderTarget(), sourceRect, mImageArray[0][0].format, xoffset, yoffset, dest);
        dest->Release();
    }
    
    bool TextureCubeMap::isCubeComplete() const
    {
        if (mImageArray[0][0].width == 0)
        {
            return false;
        }
    
        for (unsigned int f = 1; f < 6; f++)
        {
            if (mImageArray[f][0].width != mImageArray[0][0].width
                || mImageArray[f][0].format != mImageArray[0][0].format)
            {
                return false;
            }
        }
    
        return true;
    }
    
    void TextureCubeMap::generateMipmaps()
    {
        if (!isPow2(mImageArray[0][0].width) || !isCubeComplete())
        {
            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].width);
        for (unsigned int f = 0; f < 6; f++)
        {
            for (unsigned int i = 1; i <= q; i++)
            {
                if (mImageArray[f][i].surface != NULL)
                {
                    mImageArray[f][i].surface->Release();
                    mImageArray[f][i].surface = NULL;
                }
    
                mImageArray[f][i].dirty = false;
    
                mImageArray[f][i].format = mImageArray[f][0].format;
                mImageArray[f][i].width = std::max(mImageArray[f][0].width >> i, 1);
                mImageArray[f][i].height = mImageArray[f][i].width;
            }
        }
    
        getRenderTarget();
    
        for (unsigned int f = 0; f < 6; f++)
        {
            for (unsigned int i = 1; i <= q; i++)
            {
                IDirect3DSurface9 *upper = getCubeMapSurface(f, i-1);
                IDirect3DSurface9 *lower = getCubeMapSurface(f, i);
    
                if (upper != NULL && lower != NULL)
                {
                    getBlitter()->boxFilter(upper, lower);
                }
    
                if (upper != NULL) upper->Release();
                if (lower != NULL) lower->Release();
            }
        }
    }
    
    }