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

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  • Author : Nicolas Capens
    Date : 2014-03-31 14:23:35
    Hash : bf712d0a
    Message : Remove max level from texture storage. BUG=angle:596 Change-Id: I174e3b73c0cb675b5c9aea5722a7051a34639831 Reviewed-on: https://chromium-review.googlesource.com/192340 Tested-by: Nicolas Capens <nicolascapens@chromium.org> Reviewed-by: Shannon Woods <shannonwoods@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>

  • src/libGLESv2/Texture.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Texture.cpp: Implements the gl::Texture class and its derived classes
    // Texture2D and TextureCubeMap. Implements GL texture objects and related
    // functionality. [OpenGL ES 2.0.24] section 3.7 page 63.
    
    #include "libGLESv2/Texture.h"
    
    #include "libGLESv2/main.h"
    #include "common/mathutil.h"
    #include "common/utilities.h"
    #include "libGLESv2/formatutils.h"
    #include "libGLESv2/Renderbuffer.h"
    #include "libGLESv2/renderer/Image.h"
    #include "libGLESv2/renderer/Renderer.h"
    #include "libGLESv2/renderer/TextureStorage.h"
    #include "libEGL/Surface.h"
    #include "libGLESv2/Buffer.h"
    #include "libGLESv2/renderer/BufferStorage.h"
    #include "libGLESv2/renderer/RenderTarget.h"
    
    namespace gl
    {
    
    bool IsMipmapFiltered(const SamplerState &samplerState)
    {
        switch (samplerState.minFilter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
            return false;
          case GL_NEAREST_MIPMAP_NEAREST:
          case GL_LINEAR_MIPMAP_NEAREST:
          case GL_NEAREST_MIPMAP_LINEAR:
          case GL_LINEAR_MIPMAP_LINEAR:
            return true;
          default: UNREACHABLE();
            return false;
        }
    }
    
    bool IsRenderTargetUsage(GLenum usage)
    {
        return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
    }
    
    Texture::Texture(rx::Renderer *renderer, GLuint id, GLenum target) : RefCountObject(id)
    {
        mRenderer = renderer;
    
        mSamplerState.minFilter = GL_NEAREST_MIPMAP_LINEAR;
        mSamplerState.magFilter = GL_LINEAR;
        mSamplerState.wrapS = GL_REPEAT;
        mSamplerState.wrapT = GL_REPEAT;
        mSamplerState.wrapR = GL_REPEAT;
        mSamplerState.maxAnisotropy = 1.0f;
        mSamplerState.lodOffset = 0;
        mSamplerState.compareMode = GL_NONE;
        mSamplerState.compareFunc = GL_LEQUAL;
        mSamplerState.swizzleRed = GL_RED;
        mSamplerState.swizzleGreen = GL_GREEN;
        mSamplerState.swizzleBlue = GL_BLUE;
        mSamplerState.swizzleAlpha = GL_ALPHA;
        mUsage = GL_NONE;
    
        mDirtyImages = true;
    
        mImmutable = false;
    
        mTarget = target;
    }
    
    Texture::~Texture()
    {
    }
    
    GLenum Texture::getTarget() const
    {
        return mTarget;
    }
    
    void Texture::addProxyRef(const Renderbuffer *proxy)
    {
        mRenderbufferProxies.addRef(proxy);
    }
    
    void Texture::releaseProxy(const Renderbuffer *proxy)
    {
        mRenderbufferProxies.release(proxy);
    }
    
    void Texture::setMinFilter(GLenum filter)
    {
        mSamplerState.minFilter = filter;
    }
    
    void Texture::setMagFilter(GLenum filter)
    {
        mSamplerState.magFilter = filter;
    }
    
    void Texture::setWrapS(GLenum wrap)
    {
        mSamplerState.wrapS = wrap;
    }
    
    void Texture::setWrapT(GLenum wrap)
    {
        mSamplerState.wrapT = wrap;
    }
    
    void Texture::setWrapR(GLenum wrap)
    {
        mSamplerState.wrapR = wrap;
    }
    
    void Texture::setMaxAnisotropy(float textureMaxAnisotropy, float contextMaxAnisotropy)
    {
        mSamplerState.maxAnisotropy = std::min(textureMaxAnisotropy, contextMaxAnisotropy);
    }
    
    void Texture::setCompareMode(GLenum mode)
    {
        mSamplerState.compareMode = mode;
    }
    
    void Texture::setCompareFunc(GLenum func)
    {
        mSamplerState.compareFunc = func;
    }
    
    void Texture::setSwizzleRed(GLenum swizzle)
    {
        mSamplerState.swizzleRed = swizzle;
    }
    
    void Texture::setSwizzleGreen(GLenum swizzle)
    {
        mSamplerState.swizzleGreen = swizzle;
    }
    
    void Texture::setSwizzleBlue(GLenum swizzle)
    {
        mSamplerState.swizzleBlue = swizzle;
    }
    
    void Texture::setSwizzleAlpha(GLenum swizzle)
    {
        mSamplerState.swizzleAlpha = swizzle;
    }
    
    void Texture::setUsage(GLenum usage)
    {
        mUsage = usage;
    }
    
    GLenum Texture::getMinFilter() const
    {
        return mSamplerState.minFilter;
    }
    
    GLenum Texture::getMagFilter() const
    {
        return mSamplerState.magFilter;
    }
    
    GLenum Texture::getWrapS() const
    {
        return mSamplerState.wrapS;
    }
    
    GLenum Texture::getWrapT() const
    {
        return mSamplerState.wrapT;
    }
    
    GLenum Texture::getWrapR() const
    {
        return mSamplerState.wrapR;
    }
    
    float Texture::getMaxAnisotropy() const
    {
        return mSamplerState.maxAnisotropy;
    }
    
    GLenum Texture::getSwizzleRed() const
    {
        return mSamplerState.swizzleRed;
    }
    
    GLenum Texture::getSwizzleGreen() const
    {
        return mSamplerState.swizzleGreen;
    }
    
    GLenum Texture::getSwizzleBlue() const
    {
        return mSamplerState.swizzleBlue;
    }
    
    GLenum Texture::getSwizzleAlpha() const
    {
        return mSamplerState.swizzleAlpha;
    }
    
    bool Texture::isSwizzled() const
    {
        return mSamplerState.swizzleRed   != GL_RED   ||
               mSamplerState.swizzleGreen != GL_GREEN ||
               mSamplerState.swizzleBlue  != GL_BLUE  ||
               mSamplerState.swizzleAlpha != GL_ALPHA;
    }
    
    int Texture::getTopLevel()
    {
        rx::TextureStorageInterface *texture = getNativeTexture();
        return texture ? texture->getTopLevel() : 0;
    }
    
    void Texture::getSamplerState(SamplerState *sampler)
    {
        *sampler = mSamplerState;
        sampler->lodOffset = getTopLevel();
    }
    
    GLenum Texture::getUsage() const
    {
        return mUsage;
    }
    
    GLint Texture::getBaseLevelWidth() const
    {
        const rx::Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getWidth() : 0);
    }
    
    GLint Texture::getBaseLevelHeight() const
    {
        const rx::Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getHeight() : 0);
    }
    
    GLint Texture::getBaseLevelDepth() const
    {
        const rx::Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getDepth() : 0);
    }
    
    // Note: "base level image" is loosely defined to be any image from the base level,
    // where in the base of 2D array textures and cube maps there are several. Don't use
    // the base level image for anything except querying texture format and size.
    GLenum Texture::getBaseLevelInternalFormat() const
    {
        const rx::Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
    }
    
    void Texture::setImage(const PixelUnpackState &unpack, GLenum type, const void *pixels, rx::Image *image)
    {
        // No-op
        if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
        {
            return;
        }
    
        // 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
            Buffer *pixelBuffer = unpack.pixelBuffer.get();
            ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels);
            const void *bufferData = pixelBuffer->getStorage()->getData();
            pixelData = static_cast<const unsigned char *>(bufferData) + offset;
        }
    
        if (pixelData != NULL)
        {
            image->loadData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), unpack.alignment, type, pixelData);
            mDirtyImages = true;
        }
    }
    
    bool Texture::isFastUnpackable(const PixelUnpackState &unpack, GLenum sizedInternalFormat)
    {
        return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
    }
    
    bool Texture::fastUnpackPixels(const PixelUnpackState &unpack, const void *pixels, const Box &destArea,
                                   GLenum sizedInternalFormat, GLenum type, rx::RenderTarget *destRenderTarget)
    {
        if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
        {
            return true;
        }
    
        // 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);
    
        return mRenderer->fastCopyBufferToTexture(unpack, offset, destRenderTarget, sizedInternalFormat, type, destArea);
    }
    
    void Texture::setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image)
    {
        if (pixels != NULL)
        {
            image->loadCompressedData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), pixels);
            mDirtyImages = true;
        }
    }
    
    bool Texture::subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
                           GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels, rx::Image *image)
    {
        const void *pixelData = pixels;
    
        // CPU readback & copy where direct GPU copy is not supported
        if (unpack.pixelBuffer.id() != 0)
        {
            Buffer *pixelBuffer = unpack.pixelBuffer.get();
            unsigned int offset = reinterpret_cast<unsigned int>(pixels);
            const void *bufferData = pixelBuffer->getStorage()->getData();
            pixelData = static_cast<const unsigned char *>(bufferData) + offset;
        }
    
        if (pixelData != NULL)
        {
            image->loadData(xoffset, yoffset, zoffset, width, height, depth, unpack.alignment, type, pixelData);
            mDirtyImages = true;
        }
    
        return true;
    }
    
    bool Texture::subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
                                     GLenum format, GLsizei imageSize, const void *pixels, rx::Image *image)
    {
        if (pixels != NULL)
        {
            image->loadCompressedData(xoffset, yoffset, zoffset, width, height, depth, pixels);
            mDirtyImages = true;
        }
    
        return true;
    }
    
    rx::TextureStorageInterface *Texture::getNativeTexture()
    {
        // ensure the underlying texture is created
        initializeStorage(false);
    
        rx::TextureStorageInterface *storage = getBaseLevelStorage();
        if (storage)
        {
            updateStorage();
        }
    
        return storage;
    }
    
    bool Texture::hasDirtyImages() const
    {
        return mDirtyImages;
    }
    
    void Texture::resetDirty()
    {
        mDirtyImages = false;
    }
    
    unsigned int Texture::getTextureSerial()
    {
        rx::TextureStorageInterface *texture = getNativeTexture();
        return texture ? texture->getTextureSerial() : 0;
    }
    
    bool Texture::isImmutable() const
    {
        return mImmutable;
    }
    
    int Texture::immutableLevelCount()
    {
        return (mImmutable ? getNativeTexture()->getStorageInstance()->getLevelCount() : 0);
    }
    
    GLint Texture::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
    {
        if ((isPow2(width) && isPow2(height) && isPow2(depth)) || mRenderer->getNonPower2TextureSupport())
        {
            // Maximum number of levels
            return 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 Texture::mipLevels() const
    {
        return log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
    }
    
    Texture2D::Texture2D(rx::Renderer *renderer, GLuint id) : Texture(renderer, id, GL_TEXTURE_2D)
    {
        mTexStorage = NULL;
        mSurface = NULL;
    
        for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
        {
            mImageArray[i] = renderer->createImage();
        }
    }
    
    Texture2D::~Texture2D()
    {
        delete mTexStorage;
        mTexStorage = NULL;
        
        if (mSurface)
        {
            mSurface->setBoundTexture(NULL);
            mSurface = NULL;
        }
    
        for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
        {
            delete mImageArray[i];
        }
    }
    
    GLsizei Texture2D::getWidth(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getWidth();
        else
            return 0;
    }
    
    GLsizei Texture2D::getHeight(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getHeight();
        else
            return 0;
    }
    
    GLenum Texture2D::getInternalFormat(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getInternalFormat();
        else
            return GL_NONE;
    }
    
    GLenum Texture2D::getActualFormat(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[level]->getActualFormat();
        else
            return GL_NONE;
    }
    
    void Texture2D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height)
    {
        releaseTexImage();
    
        // 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 < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
                {
                    mImageArray[i]->markDirty();
                }
    
                delete mTexStorage;
                mTexStorage = NULL;
                mDirtyImages = true;
            }
        }
    }
    
    void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        GLuint clientVersion = mRenderer->getCurrentClientVersion();
        GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat, clientVersion) ? internalFormat
                                                                                          : GetSizedInternalFormat(format, type, clientVersion);
        redefineImage(level, sizedInternalFormat, width, height);
    
        bool fastUnpacked = false;
    
        // Attempt a fast gpu copy of the pixel data to the surface
        if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
        {
            // Will try to create RT storage if it does not exist
            rx::RenderTarget *destRenderTarget = getRenderTarget(level);
            Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
    
            if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
            {
                // Ensure we don't overwrite our newly initialized data
                mImageArray[level]->markClean();
    
                fastUnpacked = true;
            }
        }
    
        if (!fastUnpacked)
        {
            Texture::setImage(unpack, type, pixels, mImageArray[level]);
        }
    }
    
    void Texture2D::bindTexImage(egl::Surface *surface)
    {
        releaseTexImage();
    
        GLenum internalformat = surface->getFormat();
    
        mImageArray[0]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, surface->getWidth(), surface->getHeight(), 1, true);
    
        delete mTexStorage;
        mTexStorage = new rx::TextureStorageInterface2D(mRenderer, surface->getSwapChain());
    
        mDirtyImages = true;
        mSurface = surface;
        mSurface->setBoundTexture(this);
    }
    
    void Texture2D::releaseTexImage()
    {
        if (mSurface)
        {
            mSurface->setBoundTexture(NULL);
            mSurface = NULL;
    
            if (mTexStorage)
            {
                delete mTexStorage;
                mTexStorage = NULL;
            }
    
            for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
            {
                mImageArray[i]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
            }
        }
    }
    
    void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
    {
        // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
        redefineImage(level, format, width, height);
    
        Texture::setCompressedImage(imageSize, pixels, mImageArray[level]);
    }
    
    void Texture2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        if (isValidLevel(level))
        {
            rx::Image *image = mImageArray[level];
            if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, width, height))
            {
                image->markClean();
            }
        }
    }
    
    void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        bool fastUnpacked = false;
    
        if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
        {
            rx::RenderTarget *renderTarget = getRenderTarget(level);
            Box destArea(xoffset, yoffset, 0, width, height, 1);
    
            if (renderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget))
            {
                // Ensure we don't overwrite our newly initialized data
                mImageArray[level]->markClean();
    
                fastUnpacked = true;
            }
        }
    
        if (!fastUnpacked && Texture::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[level]))
        {
            commitRect(level, xoffset, yoffset, width, height);
        }
    }
    
    void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
    {
        if (Texture::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[level]))
        {
            commitRect(level, xoffset, yoffset, width, height);
        }
    }
    
    void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        GLuint clientVersion = mRenderer->getCurrentClientVersion();
        GLenum sizedInternalFormat = IsSizedInternalFormat(format, clientVersion) ? format
                                                                                  : GetSizedInternalFormat(format, GL_UNSIGNED_BYTE, clientVersion);
        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->copyImage(source, sourceRect, format, 0, 0, mTexStorage, level);
            }
        }
    }
    
    void Texture2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        if (xoffset + width > mImageArray[level]->getWidth() || yoffset + height > mImageArray[level]->getHeight() || zoffset != 0)
        {
            return gl::error(GL_INVALID_VALUE);
        }
    
        // 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);
    
                GLuint clientVersion = mRenderer->getCurrentClientVersion();
    
                gl::Rectangle sourceRect;
                sourceRect.x = x;
                sourceRect.width = width;
                sourceRect.y = y;
                sourceRect.height = height;
    
                mRenderer->copyImage(source, sourceRect,
                                     gl::GetFormat(getBaseLevelInternalFormat(), clientVersion),
                                     xoffset, yoffset, mTexStorage, level);
            }
        }
    }
    
    void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
    {
        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 < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
        }
    
        mImmutable = true;
    
        setCompleteTexStorage(new rx::TextureStorageInterface2D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, levels));
    }
    
    void Texture2D::setCompleteTexStorage(rx::TextureStorageInterface2D *newCompleteTexStorage)
    {
        SafeDelete(mTexStorage);
        mTexStorage = newCompleteTexStorage;
    
        if (mTexStorage && mTexStorage->isManaged())
        {
            for (int level = 0; level < mTexStorage->getLevelCount(); level++)
            {
                mImageArray[level]->setManagedSurface(mTexStorage, level);
            }
        }
    
        mDirtyImages = true;
    }
    
    // Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85.
    bool Texture2D::isSamplerComplete(const SamplerState &samplerState) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
    
        if (width <= 0 || height <= 0)
        {
            return false;
        }
    
        if (!IsTextureFilteringSupported(getInternalFormat(0), mRenderer))
        {
            if (samplerState.magFilter != GL_NEAREST ||
                (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
            {
                return false;
            }
        }
    
        bool npotSupport = mRenderer->getNonPower2TextureSupport();
    
        if (!npotSupport)
        {
            if ((samplerState.wrapS != GL_CLAMP_TO_EDGE && !isPow2(width)) ||
                (samplerState.wrapT != GL_CLAMP_TO_EDGE && !isPow2(height)))
            {
                return false;
            }
        }
    
        if (IsMipmapFiltered(samplerState))
        {
            if (!npotSupport)
            {
                if (!isPow2(width) || !isPow2(height))
                {
                    return false;
                }
            }
    
            if (!isMipmapComplete())
            {
                return false;
            }
        }
    
        // OpenGLES 3.0.2 spec section 3.8.13 states that a texture is not mipmap complete if:
        // The internalformat specified for the texture arrays is a sized internal depth or
        // depth and stencil format (see table 3.13), the value of TEXTURE_COMPARE_-
        // MODE is NONE, and either the magnification filter is not NEAREST or the mini-
        // fication filter is neither NEAREST nor NEAREST_MIPMAP_NEAREST.
        if (gl::GetDepthBits(getInternalFormat(0), mRenderer->getCurrentClientVersion()) > 0 &&
            mRenderer->getCurrentClientVersion() > 2)
        {
            if (mSamplerState.compareMode == GL_NONE)
            {
                if ((mSamplerState.minFilter != GL_NEAREST && mSamplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST) ||
                    mSamplerState.magFilter != GL_NEAREST)
                {
                    return false;
                }
            }
        }
    
        return true;
    }
    
    // Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool Texture2D::isMipmapComplete() const
    {
        int levelCount = mipLevels();
    
        for (int level = 0; level < levelCount; level++)
        {
            if (!isLevelComplete(level))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool Texture2D::isLevelComplete(int level) const
    {
        if (isImmutable())
        {
            return true;
        }
    
        const rx::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);
        rx::Image *image = mImageArray[level];
    
        if (image->getInternalFormat() != baseImage->getInternalFormat())
        {
            return false;
        }
    
        if (image->getWidth() != std::max(1, width >> level))
        {
            return false;
        }
    
        if (image->getHeight() != std::max(1, height >> level))
        {
            return false;
        }
    
        return true;
    }
    
    bool Texture2D::isCompressed(GLint level) const
    {
        return IsFormatCompressed(getInternalFormat(level), mRenderer->getCurrentClientVersion());
    }
    
    bool Texture2D::isDepth(GLint level) const
    {
        return GetDepthBits(getInternalFormat(level), mRenderer->getCurrentClientVersion()) > 0;
    }
    
    // Constructs a native texture resource from the texture images
    void Texture2D::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();
    }
    
    rx::TextureStorageInterface2D *Texture2D::createCompleteStorage(bool renderTarget) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
    
        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 new rx::TextureStorageInterface2D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, levels);
    }
    
    void Texture2D::updateStorage()
    {
        for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            if (mImageArray[level]->isDirty() && isLevelComplete(level))
            {
                updateStorageLevel(level);
            }
        }
    }
    
    void Texture2D::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));
        }
    }
    
    bool Texture2D::ensureRenderTarget()
    {
        initializeStorage(true);
    
        if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0)
        {
            ASSERT(mTexStorage);
            if (!mTexStorage->isRenderTarget())
            {
                rx::TextureStorageInterface2D *newRenderTargetStorage = createCompleteStorage(true);
    
                if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
                {
                    delete newRenderTargetStorage;
                    return gl::error(GL_OUT_OF_MEMORY, false);
                }
    
                setCompleteTexStorage(newRenderTargetStorage);
            }
        }
    
        return (mTexStorage && mTexStorage->isRenderTarget());
    }
    
    void Texture2D::generateMipmaps()
    {
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        int levelCount = mipLevels();
        for (int level = 1; level < levelCount; level++)
        {
            redefineImage(level, getBaseLevelInternalFormat(),
                          std::max(getBaseLevelWidth() >> level, 1),
                          std::max(getBaseLevelHeight() >> level, 1));
        }
    
        if (mTexStorage && mTexStorage->isRenderTarget())
        {
            for (int level = 1; level < levelCount; level++)
            {
                mTexStorage->generateMipmap(level);
    
                mImageArray[level]->markClean();
            }
        }
        else
        {
            for (int level = 1; level < levelCount; level++)
            {
                mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]);
            }
        }
    }
    
    const rx::Image *Texture2D::getBaseLevelImage() const
    {
        return mImageArray[0];
    }
    
    rx::TextureStorageInterface *Texture2D::getBaseLevelStorage()
    {
        return mTexStorage;
    }
    
    Renderbuffer *Texture2D::getRenderbuffer(GLint level)
    {
        Renderbuffer *renderBuffer = mRenderbufferProxies.get(level, 0);
        if (!renderBuffer)
        {
            renderBuffer = new Renderbuffer(mRenderer, id(), new RenderbufferTexture2D(this, level));
            mRenderbufferProxies.add(level, 0, renderBuffer);
        }
    
        return renderBuffer;
    }
    
    unsigned int Texture2D::getRenderTargetSerial(GLint level)
    {
        return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level) : 0);
    }
    
    rx::RenderTarget *Texture2D::getRenderTarget(GLint level)
    {
        // ensure the underlying texture is created
        if (!ensureRenderTarget())
        {
            return NULL;
        }
    
        updateStorageLevel(level);
    
        // ensure this is NOT a depth texture
        if (isDepth(level))
        {
            return NULL;
        }
    
        return mTexStorage->getRenderTarget(level);
    }
    
    rx::RenderTarget *Texture2D::getDepthSencil(GLint level)
    {
        // ensure the underlying texture is created
        if (!ensureRenderTarget())
        {
            return NULL;
        }
    
        updateStorageLevel(level);
    
        // ensure this is actually a depth texture
        if (!isDepth(level))
        {
            return NULL;
        }
    
        return mTexStorage->getRenderTarget(level);
    }
    
    bool Texture2D::isValidLevel(int level) const
    {
        return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : false);
    }
    
    TextureCubeMap::TextureCubeMap(rx::Renderer *renderer, GLuint id) : Texture(renderer, id, GL_TEXTURE_CUBE_MAP)
    {
        mTexStorage = NULL;
        for (int i = 0; i < 6; i++)
        {
            for (int j = 0; j < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
            {
                mImageArray[i][j] = renderer->createImage();
            }
        }
    }
    
    TextureCubeMap::~TextureCubeMap()
    {
        for (int i = 0; i < 6; i++)
        {
            for (int j = 0; j < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
            {
                delete mImageArray[i][j];
            }
        }
    
        delete mTexStorage;
        mTexStorage = NULL;
    }
    
    GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[targetToIndex(target)][level]->getWidth();
        else
            return 0;
    }
    
    GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[targetToIndex(target)][level]->getHeight();
        else
            return 0;
    }
    
    GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[targetToIndex(target)][level]->getInternalFormat();
        else
            return GL_NONE;
    }
    
    GLenum TextureCubeMap::getActualFormat(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mImageArray[targetToIndex(target)][level]->getActualFormat();
        else
            return GL_NONE;
    }
    
    void TextureCubeMap::setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        setImage(0, level, width, height, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        setImage(1, level, width, height, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        setImage(2, level, width, height, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        setImage(3, level, width, height, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        setImage(4, level, width, height, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        setImage(5, level, width, height, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
    {
        // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
        int faceIndex = targetToIndex(target);
        redefineImage(faceIndex, level, format, width, height);
    
        Texture::setCompressedImage(imageSize, pixels, mImageArray[faceIndex][level]);
    }
    
    void TextureCubeMap::commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        if (isValidFaceLevel(faceIndex, level))
        {
            rx::Image *image = mImageArray[faceIndex][level];
            if (image->copyToStorage(mTexStorage, faceIndex, level, xoffset, yoffset, width, height))
                image->markClean();
        }
    }
    
    void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        int faceIndex = targetToIndex(target);
        if (Texture::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[faceIndex][level]))
        {
            commitRect(faceIndex, level, xoffset, yoffset, width, height);
        }
    }
    
    void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
    {
        int faceIndex = targetToIndex(target);
        if (Texture::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[faceIndex][level]))
        {
            commitRect(faceIndex, level, xoffset, yoffset, width, height);
        }
    }
    
    // Tests for cube map sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 86.
    bool TextureCubeMap::isSamplerComplete(const SamplerState &samplerState) const
    {
        int size = getBaseLevelWidth();
    
        bool mipmapping = IsMipmapFiltered(samplerState);
    
        if (!IsTextureFilteringSupported(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0), mRenderer))
        {
            if (samplerState.magFilter != GL_NEAREST ||
                (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
            {
                return false;
            }
        }
    
        if (!isPow2(size) && !mRenderer->getNonPower2TextureSupport())
        {
            if (samplerState.wrapS != GL_CLAMP_TO_EDGE || samplerState.wrapT != GL_CLAMP_TO_EDGE || mipmapping)
            {
                return false;
            }
        }
    
        if (!mipmapping)
        {
            if (!isCubeComplete())
            {
                return false;
            }
        }
        else
        {
            if (!isMipmapCubeComplete())   // Also tests for isCubeComplete()
            {
                return false;
            }
        }
    
        return true;
    }
    
    // Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool TextureCubeMap::isCubeComplete() const
    {
        int    baseWidth  = getBaseLevelWidth();
        int    baseHeight = getBaseLevelHeight();
        GLenum baseFormat = getBaseLevelInternalFormat();
    
        if (baseWidth <= 0 || baseWidth != baseHeight)
        {
            return false;
        }
    
        for (int faceIndex = 1; faceIndex < 6; faceIndex++)
        {
            const rx::Image &faceBaseImage = *mImageArray[faceIndex][0];
    
            if (faceBaseImage.getWidth()          != baseWidth  ||
                faceBaseImage.getHeight()         != baseHeight ||
                faceBaseImage.getInternalFormat() != baseFormat )
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool TextureCubeMap::isMipmapCubeComplete() const
    {
        if (isImmutable())
        {
            return true;
        }
    
        if (!isCubeComplete())
        {
            return false;
        }
    
        int levelCount = mipLevels();
    
        for (int face = 0; face < 6; face++)
        {
            for (int level = 1; level < levelCount; level++)
            {
                if (!isFaceLevelComplete(face, level))
                {
                    return false;
                }
            }
        }
    
        return true;
    }
    
    bool TextureCubeMap::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 rx::Image *faceLevelImage = mImageArray[faceIndex][level];
    
        if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat())
        {
            return false;
        }
    
        if (faceLevelImage->getWidth() != std::max(1, baseSize >> level))
        {
            return false;
        }
    
        return true;
    }
    
    bool TextureCubeMap::isCompressed(GLenum target, GLint level) const
    {
        return IsFormatCompressed(getInternalFormat(target, level), mRenderer->getCurrentClientVersion());
    }
    
    bool TextureCubeMap::isDepth(GLenum target, GLint level) const
    {
        return GetDepthBits(getInternalFormat(target, level), mRenderer->getCurrentClientVersion()) > 0;
    }
    
    void TextureCubeMap::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();
    }
    
    rx::TextureStorageInterfaceCube *TextureCubeMap::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 new rx::TextureStorageInterfaceCube(mRenderer, getBaseLevelInternalFormat(), renderTarget, size, levels);
    }
    
    void TextureCubeMap::setCompleteTexStorage(rx::TextureStorageInterfaceCube *newCompleteTexStorage)
    {
        SafeDelete(mTexStorage);
        mTexStorage = newCompleteTexStorage;
    
        if (mTexStorage && mTexStorage->isManaged())
        {
            int levels = mTexStorage->getLevelCount();
    
            for (int faceIndex = 0; faceIndex < 6; faceIndex++)
            {
                for (int level = 0; level < mTexStorage->getLevelCount(); level++)
                {
                    mImageArray[faceIndex][level]->setManagedSurface(mTexStorage, faceIndex, level);
                }
            }
        }
    
        mDirtyImages = true;
    }
    
    void TextureCubeMap::updateStorage()
    {
        for (int face = 0; face < 6; face++)
        {
            for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
            {
                if (isFaceLevelComplete(face, level))
                {
                    updateStorageFaceLevel(face, level);
                }
            }
        }
    }
    
    void TextureCubeMap::updateStorageFaceLevel(int faceIndex, int level)
    {
        ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
        rx::Image *image = mImageArray[faceIndex][level];
    
        if (image->isDirty())
        {
            commitRect(faceIndex, level, 0, 0, image->getWidth(), image->getHeight());
        }
    }
    
    bool TextureCubeMap::ensureRenderTarget()
    {
        initializeStorage(true);
    
        if (getBaseLevelWidth() > 0)
        {
            ASSERT(mTexStorage);
            if (!mTexStorage->isRenderTarget())
            {
                rx::TextureStorageInterfaceCube *newRenderTargetStorage = createCompleteStorage(true);
    
                if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
                {
                    delete newRenderTargetStorage;
                    return gl::error(GL_OUT_OF_MEMORY, false);
                }
    
                setCompleteTexStorage(newRenderTargetStorage);
            }
        }
    
        return (mTexStorage && mTexStorage->isRenderTarget());
    }
    
    void TextureCubeMap::setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        GLuint clientVersion = mRenderer->getCurrentClientVersion();
        GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat, clientVersion) ? internalFormat
                                                                                          : GetSizedInternalFormat(format, type, clientVersion);
    
        redefineImage(faceIndex, level, sizedInternalFormat, width, height);
    
        Texture::setImage(unpack, type, pixels, mImageArray[faceIndex][level]);
    }
    
    int TextureCubeMap::targetToIndex(GLenum target)
    {
        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 target - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
    }
    
    void TextureCubeMap::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 < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
                {
                    for (int faceIndex = 0; faceIndex < 6; faceIndex++)
                    {
                        mImageArray[faceIndex][level]->markDirty();
                    }
                }
    
                delete mTexStorage;
                mTexStorage = NULL;
    
                mDirtyImages = true;
            }
        }
    }
    
    void TextureCubeMap::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        int faceIndex = targetToIndex(target);
        GLuint clientVersion = mRenderer->getCurrentClientVersion();
        GLenum sizedInternalFormat = IsSizedInternalFormat(format, clientVersion) ? format
                                                                                  : GetSizedInternalFormat(format, GL_UNSIGNED_BYTE, clientVersion);
        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->copyImage(source, sourceRect, format, 0, 0, mTexStorage, target, level);
            }
        }
    }
    
    void TextureCubeMap::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        int faceIndex = targetToIndex(target);
    
        GLsizei size = mImageArray[faceIndex][level]->getWidth();
    
        if (xoffset + width > size || yoffset + height > size || zoffset != 0)
        {
            return gl::error(GL_INVALID_VALUE);
        }
    
        // 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);
    
                GLuint clientVersion = mRenderer->getCurrentClientVersion();
    
                gl::Rectangle sourceRect;
                sourceRect.x = x;
                sourceRect.width = width;
                sourceRect.y = y;
                sourceRect.height = height;
    
                mRenderer->copyImage(source, sourceRect, gl::GetFormat(getBaseLevelInternalFormat(), clientVersion),
                                     xoffset, yoffset, mTexStorage, target, level);
            }
        }
    }
    
    void TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size)
    {
        for (int level = 0; level < levels; level++)
        {
            GLsizei mipSize = std::max(1, size >> 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 < 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;
    
        setCompleteTexStorage(new rx::TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), size, levels));
    }
    
    void TextureCubeMap::generateMipmaps()
    {
        // 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);
            }
        }
    
        if (mTexStorage && mTexStorage->isRenderTarget())
        {
            for (int faceIndex = 0; faceIndex < 6; faceIndex++)
            {
                for (int level = 1; level < levelCount; level++)
                {
                    mTexStorage->generateMipmap(faceIndex, level);
    
                    mImageArray[faceIndex][level]->markClean();
                }
            }
        }
        else
        {
            for (int faceIndex = 0; faceIndex < 6; faceIndex++)
            {
                for (int level = 1; level < levelCount; level++)
                {
                    mRenderer->generateMipmap(mImageArray[faceIndex][level], mImageArray[faceIndex][level - 1]);
                }
            }
        }
    }
    
    const rx::Image *TextureCubeMap::getBaseLevelImage() const
    {
        // Note: if we are not cube-complete, there is no single base level image that can describe all
        // cube faces, so this method is only well-defined for a cube-complete base level.
        return mImageArray[0][0];
    }
    
    rx::TextureStorageInterface *TextureCubeMap::getBaseLevelStorage()
    {
        return mTexStorage;
    }
    
    Renderbuffer *TextureCubeMap::getRenderbuffer(GLenum target, GLint level)
    {
        if (!IsCubemapTextureTarget(target))
        {
            return gl::error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
        }
    
        int faceIndex = targetToIndex(target);
    
        Renderbuffer *renderBuffer = mRenderbufferProxies.get(level, faceIndex);
        if (!renderBuffer)
        {
            renderBuffer = new Renderbuffer(mRenderer, id(), new RenderbufferTextureCubeMap(this, target, level));
            mRenderbufferProxies.add(level, faceIndex, renderBuffer);
        }
    
        return renderBuffer;
    }
    
    unsigned int TextureCubeMap::getRenderTargetSerial(GLenum target, GLint level)
    {
        return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(target, level) : 0);
    }
    
    rx::RenderTarget *TextureCubeMap::getRenderTarget(GLenum target, GLint level)
    {
        ASSERT(IsCubemapTextureTarget(target));
    
        // ensure the underlying texture is created
        if (!ensureRenderTarget())
        {
            return NULL;
        }
    
        updateStorageFaceLevel(targetToIndex(target), level);
    
        // ensure this is NOT a depth texture
        if (isDepth(target, level))
        {
            return NULL;
        }
    
        return mTexStorage->getRenderTarget(target, level);
    }
    
    rx::RenderTarget *TextureCubeMap::getDepthStencil(GLenum target, GLint level)
    {
        ASSERT(IsCubemapTextureTarget(target));
    
        // ensure the underlying texture is created
        if (!ensureRenderTarget())
        {
            return NULL;
        }
    
        updateStorageFaceLevel(targetToIndex(target), level);
    
        // ensure this is a depth texture
        if (!isDepth(target, level))
        {
            return NULL;
        }
    
        return mTexStorage->getRenderTarget(target, level);
    }
    
    bool TextureCubeMap::isValidFaceLevel(int faceIndex, int level) const
    {
        return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
    }
    
    Texture3D::Texture3D(rx::Renderer *renderer, GLuint id) : Texture(renderer, id, GL_TEXTURE_3D)
    {
        mTexStorage = NULL;
    
        for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
        {
            mImageArray[i] = renderer->createImage();
        }
    }
    
    Texture3D::~Texture3D()
    {
        delete mTexStorage;
        mTexStorage = NULL;
    
        for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
        {
            delete mImageArray[i];
        }
    }
    
    GLsizei Texture3D::getWidth(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getWidth() : 0;
    }
    
    GLsizei Texture3D::getHeight(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getHeight() : 0;
    }
    
    GLsizei Texture3D::getDepth(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getDepth() : 0;
    }
    
    GLenum Texture3D::getInternalFormat(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getInternalFormat() : GL_NONE;
    }
    
    GLenum Texture3D::getActualFormat(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getActualFormat() : GL_NONE;
    }
    
    bool Texture3D::isCompressed(GLint level) const
    {
        return IsFormatCompressed(getInternalFormat(level), mRenderer->getCurrentClientVersion());
    }
    
    bool Texture3D::isDepth(GLint level) const
    {
        return GetDepthBits(getInternalFormat(level), mRenderer->getCurrentClientVersion()) > 0;
    }
    
    void Texture3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        GLuint clientVersion = mRenderer->getCurrentClientVersion();
        GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat, clientVersion) ? internalFormat
                                                                                          : GetSizedInternalFormat(format, type, clientVersion);
        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
            rx::RenderTarget *destRenderTarget = getRenderTarget(level);
            Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
    
            if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
            {
                // Ensure we don't overwrite our newly initialized data
                mImageArray[level]->markClean();
    
                fastUnpacked = true;
            }
        }
    
        if (!fastUnpacked)
        {
            Texture::setImage(unpack, type, pixels, mImageArray[level]);
        }
    }
    
    void Texture3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
    {
        // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
        redefineImage(level, format, width, height, depth);
    
        Texture::setCompressedImage(imageSize, pixels, mImageArray[level]);
    }
    
    void Texture3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        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, getInternalFormat(level)))
        {
            rx::RenderTarget *destRenderTarget = getRenderTarget(level);
            Box destArea(xoffset, yoffset, zoffset, width, height, depth);
    
            if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, destRenderTarget))
            {
                // Ensure we don't overwrite our newly initialized data
                mImageArray[level]->markClean();
    
                fastUnpacked = true;
            }
        }
    
        if (!fastUnpacked && Texture::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels, mImageArray[level]))
        {
            commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
        }
    }
    
    void Texture3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
    {
        if (Texture::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
        {
            commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
        }
    }
    
    void Texture3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
    {
        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 < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, GL_NONE, 0, 0, 0, true);
        }
    
        mImmutable = true;
    
        setCompleteTexStorage(new rx::TextureStorageInterface3D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels));
    }
    
    void Texture3D::generateMipmaps()
    {
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        int levelCount = mipLevels();
        for (int level = 1; level < levelCount; level++)
        {
            redefineImage(level, getBaseLevelInternalFormat(),
                          std::max(getBaseLevelWidth() >> level, 1),
                          std::max(getBaseLevelHeight() >> level, 1),
                          std::max(getBaseLevelDepth() >> level, 1));
        }
    
        if (mTexStorage && mTexStorage->isRenderTarget())
        {
            for (int level = 1; level < levelCount; level++)
            {
                mTexStorage->generateMipmap(level);
    
                mImageArray[level]->markClean();
            }
        }
        else
        {
            for (int level = 1; level < levelCount; level++)
            {
                mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]);
            }
        }
    }
    
    const rx::Image *Texture3D::getBaseLevelImage() const
    {
        return mImageArray[0];
    }
    
    rx::TextureStorageInterface *Texture3D::getBaseLevelStorage()
    {
        return mTexStorage;
    }
    
    void Texture3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        if (xoffset + width > mImageArray[level]->getWidth() || yoffset + height > mImageArray[level]->getHeight() || zoffset >= mImageArray[level]->getDepth())
        {
            return gl::error(GL_INVALID_VALUE);
        }
    
        // 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;
    
                GLuint clientVersion = mRenderer->getCurrentClientVersion();
    
                mRenderer->copyImage(source, sourceRect,
                                     gl::GetFormat(getBaseLevelInternalFormat(), clientVersion),
                                     xoffset, yoffset, zoffset, mTexStorage, level);
            }
        }
    }
    
    bool Texture3D::isSamplerComplete(const SamplerState &samplerState) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei depth = getBaseLevelDepth();
    
        if (width <= 0 || height <= 0 || depth <= 0)
        {
            return false;
        }
    
        if (!IsTextureFilteringSupported(getInternalFormat(0), mRenderer))
        {
            if (samplerState.magFilter != GL_NEAREST ||
                (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
            {
                return false;
            }
        }
    
        if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
        {
            return false;
        }
    
        return true;
    }
    
    bool Texture3D::isMipmapComplete() const
    {
        int levelCount = mipLevels();
    
        for (int level = 0; level < levelCount; level++)
        {
            if (!isLevelComplete(level))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool Texture3D::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;
        }
    
        rx::Image *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;
    }
    
    Renderbuffer *Texture3D::getRenderbuffer(GLint level, GLint layer)
    {
        Renderbuffer *renderBuffer = mRenderbufferProxies.get(level, layer);
        if (!renderBuffer)
        {
            renderBuffer = new Renderbuffer(mRenderer, id(), new RenderbufferTexture3DLayer(this, level, layer));
            mRenderbufferProxies.add(level, 0, renderBuffer);
        }
    
        return renderBuffer;
    }
    
    unsigned int Texture3D::getRenderTargetSerial(GLint level, GLint layer)
    {
        return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0);
    }
    
    bool Texture3D::isValidLevel(int level) const
    {
        return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
    }
    
    void Texture3D::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();
    }
    
    rx::TextureStorageInterface3D *Texture3D::createCompleteStorage(bool renderTarget) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei depth = getBaseLevelDepth();
    
        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 new rx::TextureStorageInterface3D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels);
    }
    
    void Texture3D::setCompleteTexStorage(rx::TextureStorageInterface3D *newCompleteTexStorage)
    {
        SafeDelete(mTexStorage);
        mTexStorage = newCompleteTexStorage;
        mDirtyImages = true;
    
        // We do not support managed 3D storage, as that is D3D9/ES2-only
        ASSERT(!mTexStorage->isManaged());
    }
    
    void Texture3D::updateStorage()
    {
        for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            if (isLevelComplete(level))
            {
                updateStorageLevel(level);
            }
        }
    }
    
    void Texture3D::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));
        }
    }
    
    bool Texture3D::ensureRenderTarget()
    {
        initializeStorage(true);
    
        if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getBaseLevelDepth() > 0)
        {
            ASSERT(mTexStorage);
            if (!mTexStorage->isRenderTarget())
            {
                rx::TextureStorageInterface3D *newRenderTargetStorage = createCompleteStorage(true);
    
                if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
                {
                    delete newRenderTargetStorage;
                    return gl::error(GL_OUT_OF_MEMORY, false);
                }
    
                setCompleteTexStorage(newRenderTargetStorage);
            }
        }
    
        return (mTexStorage && mTexStorage->isRenderTarget());
    }
    
    rx::RenderTarget *Texture3D::getRenderTarget(GLint level)
    {
        // ensure the underlying texture is created
        if (!ensureRenderTarget())
        {
            return NULL;
        }
    
        updateStorageLevel(level);
    
        // ensure this is NOT a depth texture
        if (isDepth(level))
        {
            return NULL;
        }
    
        return mTexStorage->getRenderTarget(level);
    }
    
    rx::RenderTarget *Texture3D::getRenderTarget(GLint level, GLint layer)
    {
        // ensure the underlying texture is created
        if (!ensureRenderTarget())
        {
            return NULL;
        }
    
        updateStorage();
    
        // ensure this is NOT a depth texture
        if (isDepth(level))
        {
            return NULL;
        }
    
        return mTexStorage->getRenderTarget(level, layer);
    }
    
    rx::RenderTarget *Texture3D::getDepthStencil(GLint level, GLint layer)
    {
        // ensure the underlying texture is created
        if (!ensureRenderTarget())
        {
            return NULL;
        }
    
        updateStorageLevel(level);
    
        // ensure this is a depth texture
        if (!isDepth(level))
        {
            return NULL;
        }
    
        return mTexStorage->getRenderTarget(level, layer);
    }
    
    void Texture3D::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 < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
                {
                    mImageArray[i]->markDirty();
                }
    
                delete mTexStorage;
                mTexStorage = NULL;
                mDirtyImages = true;
            }
        }
    }
    
    void Texture3D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
    {
        if (isValidLevel(level))
        {
            rx::Image *image = mImageArray[level];
            if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, zoffset, width, height, depth))
            {
                image->markClean();
            }
        }
    }
    
    Texture2DArray::Texture2DArray(rx::Renderer *renderer, GLuint id) : Texture(renderer, id, GL_TEXTURE_2D_ARRAY)
    {
        mTexStorage = NULL;
    
        for (int level = 0; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
        {
            mLayerCounts[level] = 0;
            mImageArray[level] = NULL;
        }
    }
    
    Texture2DArray::~Texture2DArray()
    {
        delete mTexStorage;
        mTexStorage = NULL;
    
        deleteImages();
    }
    
    void Texture2DArray::deleteImages()
    {
        for (int level = 0; level < 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;
        }
    }
    
    GLsizei Texture2DArray::getWidth(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getWidth() : 0;
    }
    
    GLsizei Texture2DArray::getHeight(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getHeight() : 0;
    }
    
    GLsizei Texture2DArray::getLayers(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mLayerCounts[level] : 0;
    }
    
    GLenum Texture2DArray::getInternalFormat(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getInternalFormat() : GL_NONE;
    }
    
    GLenum Texture2DArray::getActualFormat(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getActualFormat() : GL_NONE;
    }
    
    bool Texture2DArray::isCompressed(GLint level) const
    {
        return IsFormatCompressed(getInternalFormat(level), mRenderer->getCurrentClientVersion());
    }
    
    bool Texture2DArray::isDepth(GLint level) const
    {
        return GetDepthBits(getInternalFormat(level), mRenderer->getCurrentClientVersion()) > 0;
    }
    
    void Texture2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        GLuint clientVersion = mRenderer->getCurrentClientVersion();
        GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat, clientVersion) ? internalFormat
                                                                                          : GetSizedInternalFormat(format, type, clientVersion);
        redefineImage(level, sizedInternalFormat, width, height, depth);
    
        GLsizei inputDepthPitch = gl::GetDepthPitch(sizedInternalFormat, type, clientVersion, width, height, unpack.alignment);
    
        for (int i = 0; i < depth; i++)
        {
            const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
            Texture::setImage(unpack, type, layerPixels, mImageArray[level][i]);
        }
    }
    
    void Texture2DArray::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
    {
        // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
        redefineImage(level, format, width, height, depth);
    
        GLuint clientVersion = mRenderer->getCurrentClientVersion();
        GLsizei inputDepthPitch = gl::GetDepthPitch(format, GL_UNSIGNED_BYTE, clientVersion, width, height, 1);
    
        for (int i = 0; i < depth; i++)
        {
            const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
            Texture::setCompressedImage(imageSize, layerPixels, mImageArray[level][i]);
        }
    }
    
    void Texture2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        GLenum internalformat = getInternalFormat(level);
        GLuint clientVersion =  mRenderer->getCurrentClientVersion();
        GLsizei inputDepthPitch = gl::GetDepthPitch(internalformat, type, clientVersion, 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;
    
            if (Texture::subImage(xoffset, yoffset, zoffset, width, height, 1, format, type, unpack, layerPixels, mImageArray[level][layer]))
            {
                commitRect(level, xoffset, yoffset, layer, width, height);
            }
        }
    }
    
    void Texture2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
    {
        GLuint clientVersion = mRenderer->getCurrentClientVersion();
        GLsizei inputDepthPitch = gl::GetDepthPitch(format, GL_UNSIGNED_BYTE, clientVersion, 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;
    
            if (Texture::subImageCompressed(xoffset, yoffset, zoffset, width, height, 1, format, imageSize, layerPixels, mImageArray[level][layer]))
            {
                commitRect(level, xoffset, yoffset, layer, width, height);
            }
        }
    }
    
    void Texture2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
    {
        deleteImages();
    
        for (int level = 0; level < 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 rx::Image*[mLayerCounts[level]];
    
                for (int layer = 0; layer < mLayerCounts[level]; layer++)
                {
                    mImageArray[level][layer] = mRenderer->createImage();
                    mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, levelWidth,
                                                        levelHeight, 1, true);
                }
            }
        }
    
        mImmutable = true;
        setCompleteTexStorage(new rx::TextureStorageInterface2DArray(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels));
    }
    
    void Texture2DArray::generateMipmaps()
    {
        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);
        }
    
        if (mTexStorage && mTexStorage->isRenderTarget())
        {
            for (int level = 1; level < levelCount; level++)
            {
                mTexStorage->generateMipmap(level);
    
                for (int layer = 0; layer < mLayerCounts[level]; layer++)
                {
                    mImageArray[level][layer]->markClean();
                }
            }
        }
        else
        {
            for (int level = 1; level < levelCount; level++)
            {
                for (int layer = 0; layer < mLayerCounts[level]; layer++)
                {
                    mRenderer->generateMipmap(mImageArray[level][layer], mImageArray[level - 1][layer]);
                }
            }
        }
    }
    
    const rx::Image *Texture2DArray::getBaseLevelImage() const
    {
        return (mLayerCounts[0] > 0 ? mImageArray[0][0] : NULL);
    }
    
    rx::TextureStorageInterface *Texture2DArray::getBaseLevelStorage()
    {
        return mTexStorage;
    }
    
    void Texture2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        if (xoffset + width > getWidth(level) || yoffset + height > getHeight(level) || zoffset >= getLayers(level) || getLayers(level) == 0)
        {
            return gl::error(GL_INVALID_VALUE);
        }
    
        // 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);
    
                GLuint clientVersion = mRenderer->getCurrentClientVersion();
    
                gl::Rectangle sourceRect;
                sourceRect.x = x;
                sourceRect.width = width;
                sourceRect.y = y;
                sourceRect.height = height;
    
                mRenderer->copyImage(source, sourceRect, gl::GetFormat(getInternalFormat(0), clientVersion),
                                     xoffset, yoffset, zoffset, mTexStorage, level);
            }
        }
    }
    
    bool Texture2DArray::isSamplerComplete(const SamplerState &samplerState) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei depth = getLayers(0);
    
        if (width <= 0 || height <= 0 || depth <= 0)
        {
            return false;
        }
    
        if (!IsTextureFilteringSupported(getBaseLevelInternalFormat(), mRenderer))
        {
            if (samplerState.magFilter != GL_NEAREST ||
                (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
            {
                return false;
            }
        }
    
        if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
        {
            return false;
        }
    
        return true;
    }
    
    bool Texture2DArray::isMipmapComplete() const
    {
        int levelCount = mipLevels();
    
        for (int level = 1; level < levelCount; level++)
        {
            if (!isLevelComplete(level))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool Texture2DArray::isLevelComplete(int level) const
    {
        ASSERT(level >= 0 && level < (int)ArraySize(mImageArray));
    
        if (isImmutable())
        {
            return true;
        }
    
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei layers = getLayers(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 (getLayers(level) != layers)
        {
            return false;
        }
    
        return true;
    }
    
    Renderbuffer *Texture2DArray::getRenderbuffer(GLint level, GLint layer)
    {
        Renderbuffer *renderBuffer = mRenderbufferProxies.get(level, layer);
        if (!renderBuffer)
        {
            renderBuffer = new Renderbuffer(mRenderer, id(), new RenderbufferTexture2DArrayLayer(this, level, layer));
            mRenderbufferProxies.add(level, 0, renderBuffer);
        }
    
        return renderBuffer;
    }
    
    unsigned int Texture2DArray::getRenderTargetSerial(GLint level, GLint layer)
    {
        return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0);
    }
    
    bool Texture2DArray::isValidLevel(int level) const
    {
        return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
    }
    
    void Texture2DArray::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();
    }
    
    rx::TextureStorageInterface2DArray *Texture2DArray::createCompleteStorage(bool renderTarget) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei depth = getLayers(0);
    
        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 new rx::TextureStorageInterface2DArray(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels);
    }
    
    void Texture2DArray::setCompleteTexStorage(rx::TextureStorageInterface2DArray *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 Texture2DArray::updateStorage()
    {
        for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
        {
            if (isLevelComplete(level))
            {
                updateStorageLevel(level);
            }
        }
    }
    
    void Texture2DArray::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));
            }
        }
    }
    
    bool Texture2DArray::ensureRenderTarget()
    {
        initializeStorage(true);
    
        if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getLayers(0) > 0)
        {
            ASSERT(mTexStorage);
            if (!mTexStorage->isRenderTarget())
            {
                rx::TextureStorageInterface2DArray *newRenderTargetStorage = createCompleteStorage(true);
    
                if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
                {
                    delete newRenderTargetStorage;
                    return gl::error(GL_OUT_OF_MEMORY, false);
                }
    
                setCompleteTexStorage(newRenderTargetStorage);
            }
        }
    
        return (mTexStorage && mTexStorage->isRenderTarget());
    }
    
    rx::RenderTarget *Texture2DArray::getRenderTarget(GLint level, GLint layer)
    {
        // ensure the underlying texture is created
        if (!ensureRenderTarget())
        {
            return NULL;
        }
    
        updateStorageLevel(level);
    
        // ensure this is NOT a depth texture
        if (isDepth(level))
        {
            return NULL;
        }
    
        return mTexStorage->getRenderTarget(level, layer);
    }
    
    rx::RenderTarget *Texture2DArray::getDepthStencil(GLint level, GLint layer)
    {
        // ensure the underlying texture is created
        if (!ensureRenderTarget())
        {
            return NULL;
        }
    
        updateStorageLevel(level);
    
        // ensure this is a depth texture
        if (!isDepth(level))
        {
            return NULL;
        }
    
        return mTexStorage->getRenderTarget(level, layer);
    }
    
    void Texture2DArray::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 = getLayers(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 rx::Image*[depth]();
    
            for (int layer = 0; layer < mLayerCounts[level]; layer++)
            {
                mImageArray[level][layer] = 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 < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
                {
                    for (int layer = 0; layer < mLayerCounts[level]; layer++)
                    {
                        mImageArray[level][layer]->markDirty();
                    }
                }
    
                delete mTexStorage;
                mTexStorage = NULL;
                mDirtyImages = true;
            }
        }
    }
    
    void Texture2DArray::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height)
    {
        if (isValidLevel(level) && layerTarget < getLayers(level))
        {
            rx::Image *image = mImageArray[level][layerTarget];
            if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, layerTarget, width, height))
            {
                image->markClean();
            }
        }
    }
    
    }