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kc3-lang/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp

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  • Author : Jamie Madill
    Date : 2014-09-30 16:33:52
    Hash : 3269bcb4
    Message : More TextureD3D cleanups. The getLayers method was redundant, and the getBaseLevelImage method we can replace with a shared TextureD3D method rather than a specialized method for each type. BUG=angle:729 Change-Id: I80c94a765dbc369fb0bb60ec8273e9e3ba6ffeed Reviewed-on: https://chromium-review.googlesource.com/219862 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libGLESv2/renderer/d3d/TextureD3D.cpp
  • //
    // Copyright 2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // TextureD3D.cpp: Implementations of the Texture interfaces shared betweeen the D3D backends.
    
    #include "libGLESv2/renderer/d3d/TextureD3D.h"
    #include "libGLESv2/renderer/d3d/TextureStorage.h"
    #include "libGLESv2/renderer/d3d/ImageD3D.h"
    #include "libGLESv2/Buffer.h"
    #include "libGLESv2/Framebuffer.h"
    #include "libGLESv2/Texture.h"
    #include "libGLESv2/main.h"
    #include "libGLESv2/formatutils.h"
    #include "libGLESv2/renderer/BufferImpl.h"
    #include "libGLESv2/renderer/RenderTarget.h"
    #include "libGLESv2/renderer/Renderer.h"
    
    #include "libEGL/Surface.h"
    
    #include "common/mathutil.h"
    #include "common/utilities.h"
    
    namespace rx
    {
    
    bool IsRenderTargetUsage(GLenum usage)
    {
        return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
    }
    
    TextureD3D::TextureD3D(Renderer *renderer)
        : mRenderer(renderer),
          mUsage(GL_NONE),
          mDirtyImages(true),
          mImmutable(false),
          mTexStorage(NULL)
    {
    }
    
    TextureD3D::~TextureD3D()
    {
    }
    
    TextureD3D *TextureD3D::makeTextureD3D(TextureImpl *texture)
    {
        ASSERT(HAS_DYNAMIC_TYPE(TextureD3D*, texture));
        return static_cast<TextureD3D*>(texture);
    }
    
    TextureStorage *TextureD3D::getNativeTexture()
    {
        // ensure the underlying texture is created
        initializeStorage(false);
    
        if (mTexStorage)
        {
            updateStorage();
        }
    
        return mTexStorage;
    }
    
    GLint TextureD3D::getBaseLevelWidth() const
    {
        const Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getWidth() : 0);
    }
    
    GLint TextureD3D::getBaseLevelHeight() const
    {
        const Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getHeight() : 0);
    }
    
    GLint TextureD3D::getBaseLevelDepth() const
    {
        const 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 TextureD3D::getBaseLevelInternalFormat() const
    {
        const Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
    }
    
    gl::Error TextureD3D::setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, Image *image)
    {
        // No-op
        if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
        {
            return gl::Error(GL_NO_ERROR);
        }
    
        // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
        // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
        const void *pixelData = pixels;
    
        if (unpack.pixelBuffer.id() != 0)
        {
            // Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not supported
            gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
            ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels);
            // TODO: setImage/subImage is the only place outside of renderer that asks for a buffers raw data.
            // This functionality should be moved into renderer and the getData method of BufferImpl removed.
            const void *bufferData = pixelBuffer->getImplementation()->getData();
            pixelData = static_cast<const unsigned char *>(bufferData) + offset;
        }
    
        if (pixelData != NULL)
        {
            gl::Error error = image->loadData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), unpack.alignment, type, pixelData);
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D::subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
                                   GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, const gl::ImageIndex &index)
    {
        const void *pixelData = pixels;
    
        // CPU readback & copy where direct GPU copy is not supported
        if (unpack.pixelBuffer.id() != 0)
        {
            gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
            unsigned int offset = reinterpret_cast<unsigned int>(pixels);
            // TODO: setImage/subImage is the only place outside of renderer that asks for a buffers raw data.
            // This functionality should be moved into renderer and the getData method of BufferImpl removed.
            const void *bufferData = pixelBuffer->getImplementation()->getData();
            pixelData = static_cast<const unsigned char *>(bufferData) + offset;
        }
    
        if (pixelData != NULL)
        {
            Image *image = getImage(index);
            ASSERT(image);
    
            gl::Error error = image->loadData(xoffset, yoffset, zoffset, width, height, depth, unpack.alignment,
                                              type, pixelData);
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D::setCompressedImage(GLsizei imageSize, const void *pixels, Image *image)
    {
        if (pixels != NULL)
        {
            gl::Error error = image->loadCompressedData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), pixels);
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D::subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
                                     GLenum format, GLsizei imageSize, const void *pixels, Image *image)
    {
        if (pixels != NULL)
        {
            gl::Error error = image->loadCompressedData(xoffset, yoffset, zoffset, width, height, depth, pixels);
            if (error.isError())
            {
                return error;
            }
    
            mDirtyImages = true;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat)
    {
        return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
    }
    
    gl::Error TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
                                           GLenum sizedInternalFormat, GLenum type, RenderTarget *destRenderTarget)
    {
        // No-op
        if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
        {
            return gl::Error(GL_NO_ERROR);
        }
    
        // In order to perform the fast copy through the shader, we must have the right format, and be able
        // to create a render target.
        ASSERT(mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat));
    
        unsigned int offset = reinterpret_cast<unsigned int>(pixels);
    
        gl::Error error = mRenderer->fastCopyBufferToTexture(unpack, offset, destRenderTarget, sizedInternalFormat, type, destArea);
        if (error.isError())
        {
            return error;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
    {
        if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) || mRenderer->getRendererExtensions().textureNPOT)
        {
            // Maximum number of levels
            return gl::log2(std::max(std::max(width, height), depth)) + 1;
        }
        else
        {
            // OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
            return 1;
        }
    }
    
    int TextureD3D::mipLevels() const
    {
        return gl::log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
    }
    
    TextureStorage *TextureD3D::getStorage()
    {
        return mTexStorage;
    }
    
    Image *TextureD3D::getBaseLevelImage() const
    {
        return getImage(getImageIndex(0, 0));
    }
    
    void TextureD3D::generateMipmaps()
    {
        // Set up proper image sizes.
        initMipmapsImages();
    
        // We know that all layers have the same dimension, for the texture to be complete
        GLint layerCount = static_cast<GLint>(getLayerCount(0));
        GLint mipCount = mipLevels();
    
        // The following will create and initialize the storage, or update it if it exists
        TextureStorage *storage = getNativeTexture();
    
        bool renderableStorage = (storage && storage->isRenderTarget());
    
        for (GLint layer = 0; layer < layerCount; ++layer)
        {
            for (GLint mip = 1; mip < mipCount; ++mip)
            {
                ASSERT(getLayerCount(mip) == layerCount);
    
                gl::ImageIndex sourceIndex = getImageIndex(mip - 1, layer);
                gl::ImageIndex destIndex = getImageIndex(mip, layer);
    
                if (renderableStorage)
                {
                    // GPU-side mipmapping
                    storage->generateMipmap(sourceIndex, destIndex);
                }
                else
                {
                    // CPU-side mipmapping
                    mRenderer->generateMipmap(getImage(destIndex), getImage(sourceIndex));
                }
            }
        }
    }
    
    bool TextureD3D::isBaseImageZeroSize() const
    {
        Image *baseImage = getBaseLevelImage();
    
        if (!baseImage || baseImage->getWidth() <= 0)
        {
            return true;
        }
    
        if (!gl::IsCubemapTextureTarget(baseImage->getTarget()) && baseImage->getHeight() <= 0)
        {
            return true;
        }
    
        if (baseImage->getTarget() == GL_TEXTURE_3D && baseImage->getDepth() <= 0)
        {
            return true;
        }
    
        if (baseImage->getTarget() == GL_TEXTURE_2D_ARRAY && getLayerCount(0) <= 0)
        {
            return true;
        }
    
        return false;
    }
    
    bool TextureD3D::ensureRenderTarget()
    {
        initializeStorage(true);
    
        if (!isBaseImageZeroSize())
        {
            ASSERT(mTexStorage);
            if (!mTexStorage->isRenderTarget())
            {
                TextureStorage *newRenderTargetStorage = createCompleteStorage(true);
    
                if (mTexStorage->copyToStorage(newRenderTargetStorage).isError())
                {
                    delete newRenderTargetStorage;
                    return gl::error(GL_OUT_OF_MEMORY, false);
                }
    
                setCompleteTexStorage(newRenderTargetStorage);
            }
        }
    
        return (mTexStorage && mTexStorage->isRenderTarget());
    }
    
    TextureD3D_2D::TextureD3D_2D(Renderer *renderer)
        : TextureD3D(renderer)
    {
        for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
        {
            mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
        }
    }
    
    TextureD3D_2D::~TextureD3D_2D()
    {
        // Delete the Images before the TextureStorage.
        // Images might be relying on the TextureStorage for some of their data.
        // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
        for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
        {
            delete mImageArray[i];
        }
    
        SafeDelete(mTexStorage);
    }
    
    Image *TextureD3D_2D::getImage(int level, int layer) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(layer == 0);
        return mImageArray[level];
    }
    
    Image *TextureD3D_2D::getImage(const gl::ImageIndex &index) const
    {
        ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(!index.hasLayer());
        ASSERT(index.type == GL_TEXTURE_2D);
        return mImageArray[index.mipIndex];
    }
    
    GLsizei TextureD3D_2D::getLayerCount(int level) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        return 1;
    }
    
    GLsizei TextureD3D_2D::getWidth(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getWidth();
        else
            return 0;
    }
    
    GLsizei TextureD3D_2D::getHeight(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getHeight();
        else
            return 0;
    }
    
    GLenum TextureD3D_2D::getInternalFormat(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getInternalFormat();
        else
            return GL_NONE;
    }
    
    GLenum TextureD3D_2D::getActualFormat(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getActualFormat();
        else
            return GL_NONE;
    }
    
    bool TextureD3D_2D::isDepth(GLint level) const
    {
        return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
    }
    
    gl::Error TextureD3D_2D::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth,
                                      GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack,
                                      const void *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D && depth == 1);
    
        GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
    
        bool fastUnpacked = false;
    
        redefineImage(level, sizedInternalFormat, width, height);
    
        // Attempt a fast gpu copy of the pixel data to the surface
        if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
        {
            gl::ImageIndex index = gl::ImageIndex::Make2D(level);
    
            // Will try to create RT storage if it does not exist
            RenderTarget *destRenderTarget = getRenderTarget(index);
            gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
    
            if (destRenderTarget)
            {
                gl::Error error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget);
                if (error.isError())
                {
                    return error;
                }
    
                // Ensure we don't overwrite our newly initialized data
                mImageArray[level]->markClean();
    
                fastUnpacked = true;
            }
        }
    
        if (!fastUnpacked)
        {
            gl::Error error = TextureD3D::setImage(unpack, type, pixels, mImageArray[level]);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2D::setCompressedImage(GLenum target, GLint level, GLenum format,
                                                GLsizei width, GLsizei height, GLsizei depth,
                                                GLsizei imageSize, const void *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D && depth == 1);
    
        // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
        redefineImage(level, format, width, height);
    
        return TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
    }
    
    gl::Error TextureD3D_2D::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
                                      GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type,
                                      const gl::PixelUnpackState &unpack, const void *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D && depth == 1 && zoffset == 0);
    
        bool fastUnpacked = false;
    
        gl::ImageIndex index = gl::ImageIndex::Make2D(level);
        if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
        {
            RenderTarget *renderTarget = getRenderTarget(index);
            gl::Box destArea(xoffset, yoffset, 0, width, height, 1);
    
            if (renderTarget)
            {
                gl::Error error = fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget);
                if (error.isError())
                {
                    return error;
                }
    
                // Ensure we don't overwrite our newly initialized data
                mImageArray[level]->markClean();
    
                fastUnpacked = true;
            }
        }
    
        if (!fastUnpacked)
        {
            gl::ImageIndex index = gl::ImageIndex::Make2D(level);
            gl::Error error = TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack,
                                                   pixels, index);
            if (error.isError())
            {
                return error;
            }
    
            error = commitRect(level, xoffset, yoffset, width, height);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2D::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
                                                GLsizei width, GLsizei height, GLsizei depth, GLenum format,
                                                GLsizei imageSize, const void *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D && depth == 1 && zoffset == 0);
    
        gl::Error error = TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[level]);
        if (error.isError())
        {
            return error;
        }
    
        error = commitRect(level, xoffset, yoffset, width, height);
        if (error.isError())
        {
            return error;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    void TextureD3D_2D::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
    {
        ASSERT(target == GL_TEXTURE_2D);
    
        GLenum sizedInternalFormat = gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
        redefineImage(level, sizedInternalFormat, width, height);
    
        if (!mImageArray[level]->isRenderableFormat())
        {
            mImageArray[level]->copy(0, 0, 0, x, y, width, height, source);
            mDirtyImages = true;
        }
        else
        {
            ensureRenderTarget();
            mImageArray[level]->markClean();
    
            if (width != 0 && height != 0 && isValidLevel(level))
            {
                gl::Rectangle sourceRect;
                sourceRect.x = x;
                sourceRect.width = width;
                sourceRect.y = y;
                sourceRect.height = height;
    
                mRenderer->copyImage2D(source, sourceRect, format, 0, 0, mTexStorage, level);
            }
        }
    }
    
    void TextureD3D_2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
    {
        ASSERT(target == GL_TEXTURE_2D && zoffset == 0);
    
        // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
        // the current level we're copying to is defined (with appropriate format, width & height)
        bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
    
        if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
        {
            mImageArray[level]->copy(xoffset, yoffset, 0, x, y, width, height, source);
            mDirtyImages = true;
        }
        else
        {
            ensureRenderTarget();
    
            if (isValidLevel(level))
            {
                updateStorageLevel(level);
    
                gl::Rectangle sourceRect;
                sourceRect.x = x;
                sourceRect.width = width;
                sourceRect.y = y;
                sourceRect.height = height;
    
                mRenderer->copyImage2D(source, sourceRect,
                                       gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
                                       xoffset, yoffset, mTexStorage, level);
            }
        }
    }
    
    void TextureD3D_2D::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
    {
        ASSERT(target == GL_TEXTURE_2D && depth == 1);
    
        for (int level = 0; level < levels; level++)
        {
            GLsizei levelWidth = std::max(1, width >> level);
            GLsizei levelHeight = std::max(1, height >> level);
            mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, levelWidth, levelHeight, 1, true);
        }
    
        for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
        }
    
        mImmutable = true;
    
        bool renderTarget = IsRenderTargetUsage(mUsage);
        TextureStorage *storage = mRenderer->createTextureStorage2D(internalformat, renderTarget, width, height, levels);
        setCompleteTexStorage(storage);
    }
    
    void TextureD3D_2D::bindTexImage(egl::Surface *surface)
    {
        GLenum internalformat = surface->getFormat();
    
        mImageArray[0]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, surface->getWidth(), surface->getHeight(), 1, true);
    
        if (mTexStorage)
        {
            SafeDelete(mTexStorage);
        }
    
        mTexStorage = mRenderer->createTextureStorage2D(surface->getSwapChain());
    
        mDirtyImages = true;
    }
    
    void TextureD3D_2D::releaseTexImage()
    {
        if (mTexStorage)
        {
            SafeDelete(mTexStorage);
        }
    
        for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
        {
            mImageArray[i]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
        }
    }
    
    void TextureD3D_2D::initMipmapsImages()
    {
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        int levelCount = mipLevels();
        for (int level = 1; level < levelCount; level++)
        {
            redefineImage(level, getBaseLevelInternalFormat(),
                          std::max(getBaseLevelWidth() >> level, 1),
                          std::max(getBaseLevelHeight() >> level, 1));
        }
    }
    
    unsigned int TextureD3D_2D::getRenderTargetSerial(const gl::ImageIndex &index)
    {
        ASSERT(!index.hasLayer());
        return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(index) : 0);
    }
    
    RenderTarget *TextureD3D_2D::getRenderTarget(const gl::ImageIndex &index)
    {
        ASSERT(!index.hasLayer());
    
        // ensure the underlying texture is created
        if (!ensureRenderTarget())
        {
            return NULL;
        }
    
        updateStorageLevel(index.mipIndex);
        return mTexStorage->getRenderTarget(index);
    }
    
    bool TextureD3D_2D::isValidLevel(int level) const
    {
        return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : false);
    }
    
    bool TextureD3D_2D::isLevelComplete(int level) const
    {
        if (isImmutable())
        {
            return true;
        }
    
        const Image *baseImage = getBaseLevelImage();
    
        GLsizei width = baseImage->getWidth();
        GLsizei height = baseImage->getHeight();
    
        if (width <= 0 || height <= 0)
        {
            return false;
        }
    
        // The base image level is complete if the width and height are positive
        if (level == 0)
        {
            return true;
        }
    
        ASSERT(level >= 1 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
        ImageD3D *image = mImageArray[level];
    
        if (image->getInternalFormat() != baseImage->getInternalFormat())
        {
            return false;
        }
    
        if (image->getWidth() != std::max(1, width >> level))
        {
            return false;
        }
    
        if (image->getHeight() != std::max(1, height >> level))
        {
            return false;
        }
    
        return true;
    }
    
    // Constructs a native texture resource from the texture images
    void TextureD3D_2D::initializeStorage(bool renderTarget)
    {
        // Only initialize the first time this texture is used as a render target or shader resource
        if (mTexStorage)
        {
            return;
        }
    
        // do not attempt to create storage for nonexistant data
        if (!isLevelComplete(0))
        {
            return;
        }
    
        bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
    
        setCompleteTexStorage(createCompleteStorage(createRenderTarget));
        ASSERT(mTexStorage);
    
        // flush image data to the storage
        updateStorage();
    }
    
    TextureStorage *TextureD3D_2D::createCompleteStorage(bool renderTarget) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLenum internalFormat = getBaseLevelInternalFormat();
    
        ASSERT(width > 0 && height > 0);
    
        // use existing storage level count, when previously specified by TexStorage*D
        GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
    
        return mRenderer->createTextureStorage2D(internalFormat, renderTarget, width, height, levels);
    }
    
    void TextureD3D_2D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
    {
        SafeDelete(mTexStorage);
        mTexStorage = newCompleteTexStorage;
    
        if (mTexStorage && mTexStorage->isManaged())
        {
            for (int level = 0; level < mTexStorage->getLevelCount(); level++)
            {
                mImageArray[level]->setManagedSurface2D(mTexStorage, level);
            }
        }
    
        mDirtyImages = true;
    }
    
    void TextureD3D_2D::updateStorage()
    {
        ASSERT(mTexStorage != NULL);
        GLint storageLevels = mTexStorage->getLevelCount();
        for (int level = 0; level < storageLevels; level++)
        {
            if (mImageArray[level]->isDirty() && isLevelComplete(level))
            {
                updateStorageLevel(level);
            }
        }
    }
    
    void TextureD3D_2D::updateStorageLevel(int level)
    {
        ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
        ASSERT(isLevelComplete(level));
    
        if (mImageArray[level]->isDirty())
        {
            commitRect(level, 0, 0, getWidth(level), getHeight(level));
        }
    }
    
    void TextureD3D_2D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height)
    {
        // If there currently is a corresponding storage texture image, it has these parameters
        const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
        const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
        const GLenum storageFormat = getBaseLevelInternalFormat();
    
        mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, width, height, 1, false);
    
        if (mTexStorage)
        {
            const int storageLevels = mTexStorage->getLevelCount();
    
            if ((level >= storageLevels && storageLevels != 0) ||
                width != storageWidth ||
                height != storageHeight ||
                internalformat != storageFormat)   // Discard mismatched storage
            {
                for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
                {
                    mImageArray[i]->markDirty();
                }
    
                SafeDelete(mTexStorage);
                mDirtyImages = true;
            }
        }
    }
    
    gl::Error TextureD3D_2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        if (isValidLevel(level))
        {
            ImageD3D *image = mImageArray[level];
            gl::Error error = image->copyToStorage2D(mTexStorage, level, xoffset, yoffset, width, height);
            if (error.isError())
            {
                return error;
            }
    
            image->markClean();
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::ImageIndexIterator TextureD3D_2D::imageIterator() const
    {
        return gl::ImageIndexIterator::Make2D(0, mTexStorage->getLevelCount());
    }
    
    gl::ImageIndex TextureD3D_2D::getImageIndex(GLint mip, GLint /*layer*/) const
    {
        // "layer" does not apply to 2D Textures.
        return gl::ImageIndex::Make2D(mip);
    }
    
    TextureD3D_Cube::TextureD3D_Cube(Renderer *renderer)
        : TextureD3D(renderer)
    {
        for (int i = 0; i < 6; i++)
        {
            for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
            {
                mImageArray[i][j] = ImageD3D::makeImageD3D(renderer->createImage());
            }
        }
    }
    
    TextureD3D_Cube::~TextureD3D_Cube()
    {
        // Delete the Images before the TextureStorage.
        // Images might be relying on the TextureStorage for some of their data.
        // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
        for (int i = 0; i < 6; i++)
        {
            for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
            {
                SafeDelete(mImageArray[i][j]);
            }
        }
    
        SafeDelete(mTexStorage);
    }
    
    Image *TextureD3D_Cube::getImage(int level, int layer) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(layer < 6);
        return mImageArray[layer][level];
    }
    
    Image *TextureD3D_Cube::getImage(const gl::ImageIndex &index) const
    {
        ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(index.layerIndex < 6);
        return mImageArray[index.layerIndex][index.mipIndex];
    }
    
    GLsizei TextureD3D_Cube::getLayerCount(int level) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        return 6;
    }
    
    GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[layer][level]->getInternalFormat();
        else
            return GL_NONE;
    }
    
    bool TextureD3D_Cube::isDepth(GLint level, GLint layer) const
    {
        return gl::GetInternalFormatInfo(getInternalFormat(level, layer)).depthBits > 0;
    }
    
    gl::Error TextureD3D_Cube::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth,
                                        GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack,
                                        const void *pixels)
    {
        ASSERT(depth == 1);
    
        int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
        GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
    
        redefineImage(faceIndex, level, sizedInternalFormat, width, height);
    
        return TextureD3D::setImage(unpack, type, pixels, mImageArray[faceIndex][level]);
    }
    
    gl::Error TextureD3D_Cube::setCompressedImage(GLenum target, GLint level, GLenum format,
                                                  GLsizei width, GLsizei height, GLsizei depth,
                                                  GLsizei imageSize, const void *pixels)
    {
        ASSERT(depth == 1);
    
        // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
        int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
    
        redefineImage(faceIndex, level, format, width, height);
    
        return TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[faceIndex][level]);
    }
    
    gl::Error TextureD3D_Cube::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
                                        GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type,
                                        const gl::PixelUnpackState &unpack, const void *pixels)
    {
        ASSERT(depth == 1 && zoffset == 0);
    
        int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
    
        gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
        gl::Error error = TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels,
                                               index);
        if (error.isError())
        {
            return error;
        }
    
        error = commitRect(faceIndex, level, xoffset, yoffset, width, height);
        if (error.isError())
        {
            return error;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_Cube::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
                                                  GLsizei width, GLsizei height, GLsizei depth, GLenum format,
                                                  GLsizei imageSize, const void *pixels)
    {
        ASSERT(depth == 1 && zoffset == 0);
    
        int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
    
        gl::Error error = TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[faceIndex][level]);
        if (error.isError())
        {
            return error;
        }
    
        error = commitRect(faceIndex, level, xoffset, yoffset, width, height);
        if (error.isError())
        {
            return error;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    void TextureD3D_Cube::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
    {
        int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
        GLenum sizedInternalFormat = gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
    
        redefineImage(faceIndex, level, sizedInternalFormat, width, height);
    
        if (!mImageArray[faceIndex][level]->isRenderableFormat())
        {
            mImageArray[faceIndex][level]->copy(0, 0, 0, x, y, width, height, source);
            mDirtyImages = true;
        }
        else
        {
            ensureRenderTarget();
            mImageArray[faceIndex][level]->markClean();
    
            ASSERT(width == height);
    
            if (width > 0 && isValidFaceLevel(faceIndex, level))
            {
                gl::Rectangle sourceRect;
                sourceRect.x = x;
                sourceRect.width = width;
                sourceRect.y = y;
                sourceRect.height = height;
    
                mRenderer->copyImageCube(source, sourceRect, format, 0, 0, mTexStorage, target, level);
            }
        }
    }
    
    void TextureD3D_Cube::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
    {
        int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
    
        // We can only make our texture storage to a render target if the level we're copying *to* is complete
        // and the base level is cube-complete. The base level must be cube complete (common case) because we cannot
        // rely on the "getBaseLevel*" methods reliably otherwise.
        bool canCreateRenderTarget = isFaceLevelComplete(faceIndex, level) && isCubeComplete();
    
        if (!mImageArray[faceIndex][level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
        {
            mImageArray[faceIndex][level]->copy(0, 0, 0, x, y, width, height, source);
            mDirtyImages = true;
        }
        else
        {
            ensureRenderTarget();
    
            if (isValidFaceLevel(faceIndex, level))
            {
                updateStorageFaceLevel(faceIndex, level);
    
                gl::Rectangle sourceRect;
                sourceRect.x = x;
                sourceRect.width = width;
                sourceRect.y = y;
                sourceRect.height = height;
    
                mRenderer->copyImageCube(source, sourceRect, gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
                                         xoffset, yoffset, mTexStorage, target, level);
            }
        }
    }
    
    void TextureD3D_Cube::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
    {
        ASSERT(width == height);
        ASSERT(depth == 1);
    
        for (int level = 0; level < levels; level++)
        {
            GLsizei mipSize = std::max(1, width >> level);
            for (int faceIndex = 0; faceIndex < 6; faceIndex++)
            {
                mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, mipSize, mipSize, 1, true);
            }
        }
    
        for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            for (int faceIndex = 0; faceIndex < 6; faceIndex++)
            {
                mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, GL_NONE, 0, 0, 0, true);
            }
        }
    
        mImmutable = true;
    
        bool renderTarget = IsRenderTargetUsage(mUsage);
        TextureStorage *storage = mRenderer->createTextureStorageCube(internalformat, renderTarget, width, levels);
        setCompleteTexStorage(storage);
    }
    
    // Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool TextureD3D_Cube::isCubeComplete() const
    {
        int    baseWidth  = getBaseLevelWidth();
        int    baseHeight = getBaseLevelHeight();
        GLenum baseFormat = getBaseLevelInternalFormat();
    
        if (baseWidth <= 0 || baseWidth != baseHeight)
        {
            return false;
        }
    
        for (int faceIndex = 1; faceIndex < 6; faceIndex++)
        {
            const ImageD3D &faceBaseImage = *mImageArray[faceIndex][0];
    
            if (faceBaseImage.getWidth()          != baseWidth  ||
                faceBaseImage.getHeight()         != baseHeight ||
                faceBaseImage.getInternalFormat() != baseFormat )
            {
                return false;
            }
        }
    
        return true;
    }
    
    void TextureD3D_Cube::bindTexImage(egl::Surface *surface)
    {
        UNREACHABLE();
    }
    
    void TextureD3D_Cube::releaseTexImage()
    {
        UNREACHABLE();
    }
    
    
    void TextureD3D_Cube::initMipmapsImages()
    {
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        int levelCount = mipLevels();
        for (int faceIndex = 0; faceIndex < 6; faceIndex++)
        {
            for (int level = 1; level < levelCount; level++)
            {
                int faceLevelSize = (std::max(mImageArray[faceIndex][0]->getWidth() >> level, 1));
                redefineImage(faceIndex, level, mImageArray[faceIndex][0]->getInternalFormat(), faceLevelSize, faceLevelSize);
            }
        }
    }
    
    unsigned int TextureD3D_Cube::getRenderTargetSerial(const gl::ImageIndex &index)
    {
        return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(index) : 0);
    }
    
    RenderTarget *TextureD3D_Cube::getRenderTarget(const gl::ImageIndex &index)
    {
        ASSERT(gl::IsCubemapTextureTarget(index.type));
    
        // ensure the underlying texture is created
        if (!ensureRenderTarget())
        {
            return NULL;
        }
    
        updateStorageFaceLevel(index.layerIndex, index.mipIndex);
        return mTexStorage->getRenderTarget(index);
    }
    
    void TextureD3D_Cube::initializeStorage(bool renderTarget)
    {
        // Only initialize the first time this texture is used as a render target or shader resource
        if (mTexStorage)
        {
            return;
        }
    
        // do not attempt to create storage for nonexistant data
        if (!isFaceLevelComplete(0, 0))
        {
            return;
        }
    
        bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
    
        setCompleteTexStorage(createCompleteStorage(createRenderTarget));
        ASSERT(mTexStorage);
    
        // flush image data to the storage
        updateStorage();
    }
    
    TextureStorage *TextureD3D_Cube::createCompleteStorage(bool renderTarget) const
    {
        GLsizei size = getBaseLevelWidth();
    
        ASSERT(size > 0);
    
        // use existing storage level count, when previously specified by TexStorage*D
        GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(size, size, 1));
    
        return mRenderer->createTextureStorageCube(getBaseLevelInternalFormat(), renderTarget, size, levels);
    }
    
    void TextureD3D_Cube::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
    {
        SafeDelete(mTexStorage);
        mTexStorage = newCompleteTexStorage;
    
        if (mTexStorage && mTexStorage->isManaged())
        {
            for (int faceIndex = 0; faceIndex < 6; faceIndex++)
            {
                for (int level = 0; level < mTexStorage->getLevelCount(); level++)
                {
                    mImageArray[faceIndex][level]->setManagedSurfaceCube(mTexStorage, faceIndex, level);
                }
            }
        }
    
        mDirtyImages = true;
    }
    
    void TextureD3D_Cube::updateStorage()
    {
        ASSERT(mTexStorage != NULL);
        GLint storageLevels = mTexStorage->getLevelCount();
        for (int face = 0; face < 6; face++)
        {
            for (int level = 0; level < storageLevels; level++)
            {
                if (mImageArray[face][level]->isDirty() && isFaceLevelComplete(face, level))
                {
                    updateStorageFaceLevel(face, level);
                }
            }
        }
    }
    
    bool TextureD3D_Cube::isValidFaceLevel(int faceIndex, int level) const
    {
        return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
    }
    
    bool TextureD3D_Cube::isFaceLevelComplete(int faceIndex, int level) const
    {
        ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
    
        if (isImmutable())
        {
            return true;
        }
    
        int baseSize = getBaseLevelWidth();
    
        if (baseSize <= 0)
        {
            return false;
        }
    
        // "isCubeComplete" checks for base level completeness and we must call that
        // to determine if any face at level 0 is complete. We omit that check here
        // to avoid re-checking cube-completeness for every face at level 0.
        if (level == 0)
        {
            return true;
        }
    
        // Check that non-zero levels are consistent with the base level.
        const ImageD3D *faceLevelImage = mImageArray[faceIndex][level];
    
        if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat())
        {
            return false;
        }
    
        if (faceLevelImage->getWidth() != std::max(1, baseSize >> level))
        {
            return false;
        }
    
        return true;
    }
    
    void TextureD3D_Cube::updateStorageFaceLevel(int faceIndex, int level)
    {
        ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
        ImageD3D *image = mImageArray[faceIndex][level];
    
        if (image->isDirty())
        {
            commitRect(faceIndex, level, 0, 0, image->getWidth(), image->getHeight());
        }
    }
    
    void TextureD3D_Cube::redefineImage(int faceIndex, GLint level, GLenum internalformat, GLsizei width, GLsizei height)
    {
        // If there currently is a corresponding storage texture image, it has these parameters
        const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
        const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
        const GLenum storageFormat = getBaseLevelInternalFormat();
    
        mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, width, height, 1, false);
    
        if (mTexStorage)
        {
            const int storageLevels = mTexStorage->getLevelCount();
    
            if ((level >= storageLevels && storageLevels != 0) ||
                width != storageWidth ||
                height != storageHeight ||
                internalformat != storageFormat)   // Discard mismatched storage
            {
                for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
                {
                    for (int faceIndex = 0; faceIndex < 6; faceIndex++)
                    {
                        mImageArray[faceIndex][level]->markDirty();
                    }
                }
    
                SafeDelete(mTexStorage);
    
                mDirtyImages = true;
            }
        }
    }
    
    gl::Error TextureD3D_Cube::commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        if (isValidFaceLevel(faceIndex, level))
        {
            ImageD3D *image = mImageArray[faceIndex][level];
            gl::Error error = image->copyToStorageCube(mTexStorage, faceIndex, level, xoffset, yoffset, width, height);
            if (error.isError())
            {
                return error;
            }
    
            image->markClean();
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::ImageIndexIterator TextureD3D_Cube::imageIterator() const
    {
        return gl::ImageIndexIterator::MakeCube(0, mTexStorage->getLevelCount());
    }
    
    gl::ImageIndex TextureD3D_Cube::getImageIndex(GLint mip, GLint layer) const
    {
        // The "layer" of the image index corresponds to the cube face
        return gl::ImageIndex::MakeCube(gl::TextureCubeMap::layerIndexToTarget(layer), mip);
    }
    
    TextureD3D_3D::TextureD3D_3D(Renderer *renderer)
        : TextureD3D(renderer)
    {
        for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
        {
            mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
        }
    }
    
    TextureD3D_3D::~TextureD3D_3D()
    {
        // Delete the Images before the TextureStorage.
        // Images might be relying on the TextureStorage for some of their data.
        // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
        for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
        {
            delete mImageArray[i];
        }
    
        SafeDelete(mTexStorage);
    }
    
    Image *TextureD3D_3D::getImage(int level, int layer) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(layer == 0);
        return mImageArray[level];
    }
    
    Image *TextureD3D_3D::getImage(const gl::ImageIndex &index) const
    {
        ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(!index.hasLayer());
        ASSERT(index.type == GL_TEXTURE_3D);
        return mImageArray[index.mipIndex];
    }
    
    GLsizei TextureD3D_3D::getLayerCount(int level) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        return 1;
    }
    
    GLsizei TextureD3D_3D::getWidth(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getWidth();
        else
            return 0;
    }
    
    GLsizei TextureD3D_3D::getHeight(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getHeight();
        else
            return 0;
    }
    
    GLsizei TextureD3D_3D::getDepth(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getDepth();
        else
            return 0;
    }
    
    GLenum TextureD3D_3D::getInternalFormat(GLint level) const
    {
        if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getInternalFormat();
        else
            return GL_NONE;
    }
    
    bool TextureD3D_3D::isDepth(GLint level) const
    {
        return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
    }
    
    gl::Error TextureD3D_3D::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth,
                                      GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack,
                                      const void *pixels)
    {
        ASSERT(target == GL_TEXTURE_3D);
        GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
    
        redefineImage(level, sizedInternalFormat, width, height, depth);
    
        bool fastUnpacked = false;
    
        // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
        if (isFastUnpackable(unpack, sizedInternalFormat))
        {
            // Will try to create RT storage if it does not exist
            gl::ImageIndex index = gl::ImageIndex::Make3D(level);
            RenderTarget *destRenderTarget = getRenderTarget(index);
            gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
    
            if (destRenderTarget)
            {
                gl::Error error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget);
                if (error.isError())
                {
                    return error;
                }
    
                // Ensure we don't overwrite our newly initialized data
                mImageArray[level]->markClean();
    
                fastUnpacked = true;
            }
        }
    
        if (!fastUnpacked)
        {
            gl::Error error = TextureD3D::setImage(unpack, type, pixels, mImageArray[level]);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_3D::setCompressedImage(GLenum target, GLint level, GLenum format,
                                                GLsizei width, GLsizei height,GLsizei depth,
                                                GLsizei imageSize, const void *pixels)
    {
        ASSERT(target == GL_TEXTURE_3D);
    
        // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
        redefineImage(level, format, width, height, depth);
    
        return TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
    }
    
    gl::Error TextureD3D_3D::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
                                      GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type,
                                      const gl::PixelUnpackState &unpack, const void *pixels)
    {
        ASSERT(target == GL_TEXTURE_3D);
    
        bool fastUnpacked = false;
    
        gl::ImageIndex index = gl::ImageIndex::Make3D(level);
    
        // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
        if (isFastUnpackable(unpack, getInternalFormat(level)))
        {
            RenderTarget *destRenderTarget = getRenderTarget(index);
            gl::Box destArea(xoffset, yoffset, zoffset, width, height, depth);
    
            if (destRenderTarget)
            {
                gl::Error error = fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, destRenderTarget);
                if (error.isError())
                {
                    return error;
                }
    
                // Ensure we don't overwrite our newly initialized data
                mImageArray[level]->markClean();
    
                fastUnpacked = true;
            }
        }
    
        if (!fastUnpacked)
        {
            gl::ImageIndex index = gl::ImageIndex::Make3D(level);
            gl::Error error = TextureD3D::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack,
                                                   pixels, index);
            if (error.isError())
            {
                return error;
            }
    
            error = commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_3D::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
                                                GLsizei width, GLsizei height, GLsizei depth, GLenum format,
                                                GLsizei imageSize, const void *pixels)
    {
        ASSERT(target == GL_TEXTURE_3D);
    
        gl::Error error = TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth,
                                                         format, imageSize, pixels, mImageArray[level]);
        if (error.isError())
        {
            return error;
        }
    
        error = commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
        if (error.isError())
        {
            return error;
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    void TextureD3D_3D::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
    {
        UNIMPLEMENTED();
    }
    
    void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
    {
        ASSERT(target == GL_TEXTURE_3D);
    
        // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
        // the current level we're copying to is defined (with appropriate format, width & height)
        bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
    
        if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
        {
            mImageArray[level]->copy(xoffset, yoffset, zoffset, x, y, width, height, source);
            mDirtyImages = true;
        }
        else
        {
            ensureRenderTarget();
    
            if (isValidLevel(level))
            {
                updateStorageLevel(level);
    
                gl::Rectangle sourceRect;
                sourceRect.x = x;
                sourceRect.width = width;
                sourceRect.y = y;
                sourceRect.height = height;
    
                mRenderer->copyImage3D(source, sourceRect,
                                       gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
                                       xoffset, yoffset, zoffset, mTexStorage, level);
            }
        }
    }
    
    void TextureD3D_3D::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
    {
        ASSERT(target == GL_TEXTURE_3D);
    
        for (int level = 0; level < levels; level++)
        {
            GLsizei levelWidth = std::max(1, width >> level);
            GLsizei levelHeight = std::max(1, height >> level);
            GLsizei levelDepth = std::max(1, depth >> level);
            mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, levelWidth, levelHeight, levelDepth, true);
        }
    
        for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, GL_NONE, 0, 0, 0, true);
        }
    
        mImmutable = true;
    
        bool renderTarget = IsRenderTargetUsage(mUsage);
        TextureStorage *storage = mRenderer->createTextureStorage3D(internalformat, renderTarget, width, height, depth, levels);
        setCompleteTexStorage(storage);
    }
    
    void TextureD3D_3D::bindTexImage(egl::Surface *surface)
    {
        UNREACHABLE();
    }
    
    void TextureD3D_3D::releaseTexImage()
    {
        UNREACHABLE();
    }
    
    
    void TextureD3D_3D::initMipmapsImages()
    {
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        int levelCount = mipLevels();
        for (int level = 1; level < levelCount; level++)
        {
            redefineImage(level, getBaseLevelInternalFormat(),
                          std::max(getBaseLevelWidth() >> level, 1),
                          std::max(getBaseLevelHeight() >> level, 1),
                          std::max(getBaseLevelDepth() >> level, 1));
        }
    }
    
    unsigned int TextureD3D_3D::getRenderTargetSerial(const gl::ImageIndex &index)
    {
        return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(index) : 0);
    }
    
    RenderTarget *TextureD3D_3D::getRenderTarget(const gl::ImageIndex &index)
    {
        // ensure the underlying texture is created
        if (!ensureRenderTarget())
        {
            return NULL;
        }
    
        if (index.hasLayer())
        {
            updateStorage();
        }
        else
        {
            updateStorageLevel(index.mipIndex);
        }
    
        return mTexStorage->getRenderTarget(index);
    }
    
    void TextureD3D_3D::initializeStorage(bool renderTarget)
    {
        // Only initialize the first time this texture is used as a render target or shader resource
        if (mTexStorage)
        {
            return;
        }
    
        // do not attempt to create storage for nonexistant data
        if (!isLevelComplete(0))
        {
            return;
        }
    
        bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
    
        setCompleteTexStorage(createCompleteStorage(createRenderTarget));
        ASSERT(mTexStorage);
    
        // flush image data to the storage
        updateStorage();
    }
    
    TextureStorage *TextureD3D_3D::createCompleteStorage(bool renderTarget) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei depth = getBaseLevelDepth();
        GLenum internalFormat = getBaseLevelInternalFormat();
    
        ASSERT(width > 0 && height > 0 && depth > 0);
    
        // use existing storage level count, when previously specified by TexStorage*D
        GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, depth));
    
        return mRenderer->createTextureStorage3D(internalFormat, renderTarget, width, height, depth, levels);
    }
    
    void TextureD3D_3D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
    {
        SafeDelete(mTexStorage);
        mTexStorage = newCompleteTexStorage;
        mDirtyImages = true;
    
        // We do not support managed 3D storage, as that is D3D9/ES2-only
        ASSERT(!mTexStorage->isManaged());
    }
    
    void TextureD3D_3D::updateStorage()
    {
        ASSERT(mTexStorage != NULL);
        GLint storageLevels = mTexStorage->getLevelCount();
        for (int level = 0; level < storageLevels; level++)
        {
            if (mImageArray[level]->isDirty() && isLevelComplete(level))
            {
                updateStorageLevel(level);
            }
        }
    }
    
    bool TextureD3D_3D::isValidLevel(int level) const
    {
        return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
    }
    
    bool TextureD3D_3D::isLevelComplete(int level) const
    {
        ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
    
        if (isImmutable())
        {
            return true;
        }
    
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei depth = getBaseLevelDepth();
    
        if (width <= 0 || height <= 0 || depth <= 0)
        {
            return false;
        }
    
        if (level == 0)
        {
            return true;
        }
    
        ImageD3D *levelImage = mImageArray[level];
    
        if (levelImage->getInternalFormat() != getBaseLevelInternalFormat())
        {
            return false;
        }
    
        if (levelImage->getWidth() != std::max(1, width >> level))
        {
            return false;
        }
    
        if (levelImage->getHeight() != std::max(1, height >> level))
        {
            return false;
        }
    
        if (levelImage->getDepth() != std::max(1, depth >> level))
        {
            return false;
        }
    
        return true;
    }
    
    void TextureD3D_3D::updateStorageLevel(int level)
    {
        ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
        ASSERT(isLevelComplete(level));
    
        if (mImageArray[level]->isDirty())
        {
            commitRect(level, 0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
        }
    }
    
    void TextureD3D_3D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
    {
        // If there currently is a corresponding storage texture image, it has these parameters
        const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
        const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
        const int storageDepth = std::max(1, getBaseLevelDepth() >> level);
        const GLenum storageFormat = getBaseLevelInternalFormat();
    
        mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, width, height, depth, false);
    
        if (mTexStorage)
        {
            const int storageLevels = mTexStorage->getLevelCount();
    
            if ((level >= storageLevels && storageLevels != 0) ||
                width != storageWidth ||
                height != storageHeight ||
                depth != storageDepth ||
                internalformat != storageFormat)   // Discard mismatched storage
            {
                for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
                {
                    mImageArray[i]->markDirty();
                }
    
                SafeDelete(mTexStorage);
                mDirtyImages = true;
            }
        }
    }
    
    gl::Error TextureD3D_3D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
    {
        if (isValidLevel(level))
        {
            ImageD3D *image = mImageArray[level];
            gl::Error error = image->copyToStorage3D(mTexStorage, level, xoffset, yoffset, zoffset, width, height, depth);
            if (error.isError())
            {
                return error;
            }
    
            image->markClean();
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::ImageIndexIterator TextureD3D_3D::imageIterator() const
    {
        return gl::ImageIndexIterator::Make3D(0, mTexStorage->getLevelCount(),
                                              gl::ImageIndex::ENTIRE_LEVEL, gl::ImageIndex::ENTIRE_LEVEL);
    }
    
    gl::ImageIndex TextureD3D_3D::getImageIndex(GLint mip, GLint /*layer*/) const
    {
        // The "layer" here does not apply to 3D images. We use one Image per mip.
        return gl::ImageIndex::Make3D(mip);
    }
    
    TextureD3D_2DArray::TextureD3D_2DArray(Renderer *renderer)
        : TextureD3D(renderer)
    {
        for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
        {
            mLayerCounts[level] = 0;
            mImageArray[level] = NULL;
        }
    }
    
    TextureD3D_2DArray::~TextureD3D_2DArray()
    {
        // Delete the Images before the TextureStorage.
        // Images might be relying on the TextureStorage for some of their data.
        // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
        deleteImages();
        SafeDelete(mTexStorage);
    }
    
    Image *TextureD3D_2DArray::getImage(int level, int layer) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(layer < mLayerCounts[level]);
        return mImageArray[level][layer];
    }
    
    Image *TextureD3D_2DArray::getImage(const gl::ImageIndex &index) const
    {
        ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        ASSERT(index.layerIndex < mLayerCounts[index.mipIndex]);
        ASSERT(index.type == GL_TEXTURE_2D_ARRAY);
        return mImageArray[index.mipIndex][index.layerIndex];
    }
    
    GLsizei TextureD3D_2DArray::getLayerCount(int level) const
    {
        ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
        return mLayerCounts[level];
    }
    
    GLsizei TextureD3D_2DArray::getWidth(GLint level) const
    {
        return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getWidth() : 0;
    }
    
    GLsizei TextureD3D_2DArray::getHeight(GLint level) const
    {
        return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getHeight() : 0;
    }
    
    GLenum TextureD3D_2DArray::getInternalFormat(GLint level) const
    {
        return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getInternalFormat() : GL_NONE;
    }
    
    bool TextureD3D_2DArray::isDepth(GLint level) const
    {
        return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
    }
    
    gl::Error TextureD3D_2DArray::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth,
                                           GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack,
                                           const void *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D_ARRAY);
    
        GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
    
        redefineImage(level, sizedInternalFormat, width, height, depth);
    
        const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(sizedInternalFormat);
        GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, width, height, unpack.alignment);
    
        for (int i = 0; i < depth; i++)
        {
            const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
            gl::Error error = TextureD3D::setImage(unpack, type, layerPixels, mImageArray[level][i]);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2DArray::setCompressedImage(GLenum target, GLint level, GLenum format,
                                                     GLsizei width, GLsizei height, GLsizei depth,
                                                     GLsizei imageSize, const void *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D_ARRAY);
    
        // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
        redefineImage(level, format, width, height, depth);
    
        const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format);
        GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, width, height, 1);
    
        for (int i = 0; i < depth; i++)
        {
            const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
            gl::Error error = TextureD3D::setCompressedImage(imageSize, layerPixels, mImageArray[level][i]);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2DArray::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
                                           GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type,
                                           const gl::PixelUnpackState &unpack, const void *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D_ARRAY);
    
        const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(getInternalFormat(level));
        GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, width, height, unpack.alignment);
    
        for (int i = 0; i < depth; i++)
        {
            int layer = zoffset + i;
            const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
    
            gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
            gl::Error error = TextureD3D::subImage(xoffset, yoffset, zoffset, width, height, 1, format, type, unpack,
                                                   layerPixels, index);
            if (error.isError())
            {
                return error;
            }
    
            error = commitRect(level, xoffset, yoffset, layer, width, height);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::Error TextureD3D_2DArray::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
                                                     GLsizei width, GLsizei height, GLsizei depth, GLenum format,
                                                     GLsizei imageSize, const void *pixels)
    {
        ASSERT(target == GL_TEXTURE_2D_ARRAY);
    
        const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format);
        GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, width, height, 1);
    
        for (int i = 0; i < depth; i++)
        {
            int layer = zoffset + i;
            const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
    
            gl::Error error = TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, 1, format, imageSize, layerPixels, mImageArray[level][layer]);
            if (error.isError())
            {
                return error;
            }
    
            error = commitRect(level, xoffset, yoffset, layer, width, height);
            if (error.isError())
            {
                return error;
            }
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    void TextureD3D_2DArray::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
    {
        UNIMPLEMENTED();
    }
    
    void TextureD3D_2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
    {
        ASSERT(target == GL_TEXTURE_2D_ARRAY);
    
        // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
        // the current level we're copying to is defined (with appropriate format, width & height)
        bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
    
        if (!mImageArray[level][0]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
        {
            mImageArray[level][zoffset]->copy(xoffset, yoffset, 0, x, y, width, height, source);
            mDirtyImages = true;
        }
        else
        {
            ensureRenderTarget();
    
            if (isValidLevel(level))
            {
                updateStorageLevel(level);
    
                gl::Rectangle sourceRect;
                sourceRect.x = x;
                sourceRect.width = width;
                sourceRect.y = y;
                sourceRect.height = height;
    
                mRenderer->copyImage2DArray(source, sourceRect, gl::GetInternalFormatInfo(getInternalFormat(0)).format,
                                            xoffset, yoffset, zoffset, mTexStorage, level);
            }
        }
    }
    
    void TextureD3D_2DArray::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
    {
        ASSERT(target == GL_TEXTURE_2D_ARRAY);
    
        deleteImages();
    
        for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            GLsizei levelWidth = std::max(1, width >> level);
            GLsizei levelHeight = std::max(1, height >> level);
    
            mLayerCounts[level] = (level < levels ? depth : 0);
    
            if (mLayerCounts[level] > 0)
            {
                // Create new images for this level
                mImageArray[level] = new ImageD3D*[mLayerCounts[level]];
    
                for (int layer = 0; layer < mLayerCounts[level]; layer++)
                {
                    mImageArray[level][layer] = ImageD3D::makeImageD3D(mRenderer->createImage());
                    mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, levelWidth,
                                                        levelHeight, 1, true);
                }
            }
        }
    
        mImmutable = true;
    
        bool renderTarget = IsRenderTargetUsage(mUsage);
        TextureStorage *storage = mRenderer->createTextureStorage2DArray(internalformat, renderTarget, width, height, depth, levels);
        setCompleteTexStorage(storage);
    }
    
    void TextureD3D_2DArray::bindTexImage(egl::Surface *surface)
    {
        UNREACHABLE();
    }
    
    void TextureD3D_2DArray::releaseTexImage()
    {
        UNREACHABLE();
    }
    
    
    void TextureD3D_2DArray::initMipmapsImages()
    {
        int baseWidth = getBaseLevelWidth();
        int baseHeight = getBaseLevelHeight();
        int baseDepth = getBaseLevelDepth();
        GLenum baseFormat = getBaseLevelInternalFormat();
    
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        int levelCount = mipLevels();
        for (int level = 1; level < levelCount; level++)
        {
            redefineImage(level, baseFormat, std::max(baseWidth >> level, 1), std::max(baseHeight >> level, 1), baseDepth);
        }
    }
    
    unsigned int TextureD3D_2DArray::getRenderTargetSerial(const gl::ImageIndex &index)
    {
        return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(index) : 0);
    }
    
    RenderTarget *TextureD3D_2DArray::getRenderTarget(const gl::ImageIndex &index)
    {
        // ensure the underlying texture is created
        if (!ensureRenderTarget())
        {
            return NULL;
        }
    
        updateStorageLevel(index.mipIndex);
        return mTexStorage->getRenderTarget(index);
    }
    
    void TextureD3D_2DArray::initializeStorage(bool renderTarget)
    {
        // Only initialize the first time this texture is used as a render target or shader resource
        if (mTexStorage)
        {
            return;
        }
    
        // do not attempt to create storage for nonexistant data
        if (!isLevelComplete(0))
        {
            return;
        }
    
        bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
    
        setCompleteTexStorage(createCompleteStorage(createRenderTarget));
        ASSERT(mTexStorage);
    
        // flush image data to the storage
        updateStorage();
    }
    
    TextureStorage *TextureD3D_2DArray::createCompleteStorage(bool renderTarget) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei depth = getLayerCount(0);
        GLenum internalFormat = getBaseLevelInternalFormat();
    
        ASSERT(width > 0 && height > 0 && depth > 0);
    
        // use existing storage level count, when previously specified by TexStorage*D
        GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
    
        return mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, width, height, depth, levels);
    }
    
    void TextureD3D_2DArray::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
    {
        SafeDelete(mTexStorage);
        mTexStorage = newCompleteTexStorage;
        mDirtyImages = true;
    
        // We do not support managed 2D array storage, as managed storage is ES2/D3D9 only
        ASSERT(!mTexStorage->isManaged());
    }
    
    void TextureD3D_2DArray::updateStorage()
    {
        ASSERT(mTexStorage != NULL);
        GLint storageLevels = mTexStorage->getLevelCount();
        for (int level = 0; level < storageLevels; level++)
        {
            if (isLevelComplete(level))
            {
                updateStorageLevel(level);
            }
        }
    }
    
    bool TextureD3D_2DArray::isValidLevel(int level) const
    {
        return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
    }
    
    bool TextureD3D_2DArray::isLevelComplete(int level) const
    {
        ASSERT(level >= 0 && level < (int)ArraySize(mImageArray));
    
        if (isImmutable())
        {
            return true;
        }
    
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei layers = getLayerCount(0);
    
        if (width <= 0 || height <= 0 || layers <= 0)
        {
            return false;
        }
    
        if (level == 0)
        {
            return true;
        }
    
        if (getInternalFormat(level) != getInternalFormat(0))
        {
            return false;
        }
    
        if (getWidth(level) != std::max(1, width >> level))
        {
            return false;
        }
    
        if (getHeight(level) != std::max(1, height >> level))
        {
            return false;
        }
    
        if (getLayerCount(level) != layers)
        {
            return false;
        }
    
        return true;
    }
    
    void TextureD3D_2DArray::updateStorageLevel(int level)
    {
        ASSERT(level >= 0 && level < (int)ArraySize(mLayerCounts));
        ASSERT(isLevelComplete(level));
    
        for (int layer = 0; layer < mLayerCounts[level]; layer++)
        {
            ASSERT(mImageArray[level] != NULL && mImageArray[level][layer] != NULL);
            if (mImageArray[level][layer]->isDirty())
            {
                commitRect(level, 0, 0, layer, getWidth(level), getHeight(level));
            }
        }
    }
    
    void TextureD3D_2DArray::deleteImages()
    {
        for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
        {
            for (int layer = 0; layer < mLayerCounts[level]; ++layer)
            {
                delete mImageArray[level][layer];
            }
            delete[] mImageArray[level];
            mImageArray[level] = NULL;
            mLayerCounts[level] = 0;
        }
    }
    
    void TextureD3D_2DArray::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
    {
        // If there currently is a corresponding storage texture image, it has these parameters
        const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
        const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
        const int storageDepth = getLayerCount(0);
        const GLenum storageFormat = getBaseLevelInternalFormat();
    
        for (int layer = 0; layer < mLayerCounts[level]; layer++)
        {
            delete mImageArray[level][layer];
        }
        delete[] mImageArray[level];
        mImageArray[level] = NULL;
        mLayerCounts[level] = depth;
    
        if (depth > 0)
        {
            mImageArray[level] = new ImageD3D*[depth]();
    
            for (int layer = 0; layer < mLayerCounts[level]; layer++)
            {
                mImageArray[level][layer] = ImageD3D::makeImageD3D(mRenderer->createImage());
                mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, width, height, 1, false);
            }
        }
    
        if (mTexStorage)
        {
            const int storageLevels = mTexStorage->getLevelCount();
    
            if ((level >= storageLevels && storageLevels != 0) ||
                width != storageWidth ||
                height != storageHeight ||
                depth != storageDepth ||
                internalformat != storageFormat)   // Discard mismatched storage
            {
                for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
                {
                    for (int layer = 0; layer < mLayerCounts[level]; layer++)
                    {
                        mImageArray[level][layer]->markDirty();
                    }
                }
    
                delete mTexStorage;
                mTexStorage = NULL;
                mDirtyImages = true;
            }
        }
    }
    
    gl::Error TextureD3D_2DArray::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height)
    {
        if (isValidLevel(level) && layerTarget < getLayerCount(level))
        {
            ImageD3D *image = mImageArray[level][layerTarget];
            gl::Error error = image->copyToStorage2DArray(mTexStorage, level, xoffset, yoffset, layerTarget, width, height);
            if (error.isError())
            {
                return error;
            }
    
            image->markClean();
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    gl::ImageIndexIterator TextureD3D_2DArray::imageIterator() const
    {
        return gl::ImageIndexIterator::Make2DArray(0, mTexStorage->getLevelCount(), mLayerCounts);
    }
    
    gl::ImageIndex TextureD3D_2DArray::getImageIndex(GLint mip, GLint layer) const
    {
        return gl::ImageIndex::Make2DArray(mip, layer);
    }
    
    }