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

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  • Author : gman@chromium.org
    Date : 2011-08-10 08:07:54
    Hash : 25c5cf6a
    Message : One more DXT bug Review URL: http://codereview.appspot.com/4844057 git-svn-id: https://angleproject.googlecode.com/svn/trunk@723 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Texture.cpp
  • //
    // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Texture.cpp: Implements the gl::Texture class and its derived classes
    // Texture2D and TextureCubeMap. Implements GL texture objects and related
    // functionality. [OpenGL ES 2.0.24] section 3.7 page 63.
    
    #include "libGLESv2/Texture.h"
    
    #include <d3dx9tex.h>
    
    #include <algorithm>
    #include <intrin.h>
    
    #include "common/debug.h"
    
    #include "libEGL/Display.h"
    
    #include "libGLESv2/main.h"
    #include "libGLESv2/mathutil.h"
    #include "libGLESv2/utilities.h"
    #include "libGLESv2/Blit.h"
    #include "libGLESv2/Framebuffer.h"
    
    namespace gl
    {
    unsigned int Texture::mCurrentSerial = 1;
    
    Texture::Image::Image()
      : width(0), height(0), dirty(false), surface(NULL), format(GL_NONE), type(GL_UNSIGNED_BYTE)
    {
    }
    
    Texture::Image::~Image()
    {
        if (surface)
        {
            surface->Release();
        }
    }
    
    bool Texture::Image::isRenderable() const
    {    
        switch(getD3DFormat())
        {
          case D3DFMT_L8:
          case D3DFMT_A8L8:
          case D3DFMT_DXT1:
          case D3DFMT_DXT3:
          case D3DFMT_DXT5:
            return false;
          case D3DFMT_A8R8G8B8:
          case D3DFMT_X8R8G8B8:
          case D3DFMT_A16B16G16R16F:
          case D3DFMT_A32B32G32R32F:
            return true;
          default:
            UNREACHABLE();
        }
    
        return false;
    }
    
    D3DFORMAT Texture::Image::getD3DFormat() const
    {
        if (format == GL_COMPRESSED_RGB_S3TC_DXT1_EXT ||
            format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT)
        {
            return D3DFMT_DXT1;
        }
        else if (format == GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE)
        {
            return D3DFMT_DXT3;
        }
        else if (format == GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE)
        {
            return D3DFMT_DXT5;
        }
        else if (type == GL_FLOAT)
        {
            return D3DFMT_A32B32G32R32F;
        }
        else if (type == GL_HALF_FLOAT_OES)
        {
            return D3DFMT_A16B16G16R16F;
        }
        else if (type == GL_UNSIGNED_BYTE)
        {
            if (format == GL_LUMINANCE && getContext()->supportsLuminanceTextures())
            {
                return D3DFMT_L8;
            }
            else if (format == GL_LUMINANCE_ALPHA && getContext()->supportsLuminanceAlphaTextures())
            {
                return D3DFMT_A8L8;
            }
            else if (format == GL_RGB)
            {
                return D3DFMT_X8R8G8B8;
            }
    
            return D3DFMT_A8R8G8B8;
        }
    
        return D3DFMT_A8R8G8B8;
    }
    
    Texture::Texture(GLuint id) : RefCountObject(id), mSerial(issueSerial())
    {
        mMinFilter = GL_NEAREST_MIPMAP_LINEAR;
        mMagFilter = GL_LINEAR;
        mWrapS = GL_REPEAT;
        mWrapT = GL_REPEAT;
        mDirtyParameter = true;
        
        mDirtyImage = true;
        
        mIsRenderable = false;
    }
    
    Texture::~Texture()
    {
    }
    
    Blit *Texture::getBlitter()
    {
        Context *context = getContext();
        return context->getBlitter();
    }
    
    // Returns true on successful filter state update (valid enum parameter)
    bool Texture::setMinFilter(GLenum filter)
    {
        switch (filter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
          case GL_NEAREST_MIPMAP_NEAREST:
          case GL_LINEAR_MIPMAP_NEAREST:
          case GL_NEAREST_MIPMAP_LINEAR:
          case GL_LINEAR_MIPMAP_LINEAR:
            {
                if (mMinFilter != filter)
                {
                    mMinFilter = filter;
                    mDirtyParameter = true;
                }
                return true;
            }
          default:
            return false;
        }
    }
    
    // Returns true on successful filter state update (valid enum parameter)
    bool Texture::setMagFilter(GLenum filter)
    {
        switch (filter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
            {
                if (mMagFilter != filter)
                {
                    mMagFilter = filter;
                    mDirtyParameter = true;
                }
                return true;
            }
          default:
            return false;
        }
    }
    
    // Returns true on successful wrap state update (valid enum parameter)
    bool Texture::setWrapS(GLenum wrap)
    {
        switch (wrap)
        {
          case GL_REPEAT:
          case GL_CLAMP_TO_EDGE:
          case GL_MIRRORED_REPEAT:
            {
                if (mWrapS != wrap)
                {
                    mWrapS = wrap;
                    mDirtyParameter = true;
                }
                return true;
            }
          default:
            return false;
        }
    }
    
    // Returns true on successful wrap state update (valid enum parameter)
    bool Texture::setWrapT(GLenum wrap)
    {
        switch (wrap)
        {
          case GL_REPEAT:
          case GL_CLAMP_TO_EDGE:
          case GL_MIRRORED_REPEAT:
            {
                if (mWrapT != wrap)
                {
                    mWrapT = wrap;
                    mDirtyParameter = true;
                }
                return true;
            }
          default:
            return false;
        }
    }
    
    GLenum Texture::getMinFilter() const
    {
        return mMinFilter;
    }
    
    GLenum Texture::getMagFilter() const
    {
        return mMagFilter;
    }
    
    GLenum Texture::getWrapS() const
    {
        return mWrapS;
    }
    
    GLenum Texture::getWrapT() const
    {
        return mWrapT;
    }
    
    // Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
    // into the target pixel rectangle at output with outputPitch bytes in between each line.
    void Texture::loadImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type,
                                GLint unpackAlignment, const void *input, size_t outputPitch, void *output, D3DSURFACE_DESC *description) const
    {
        GLsizei inputPitch = -ComputePitch(width, format, type, unpackAlignment);
        input = ((char*)input) - inputPitch * (height - 1);
    
        switch (type)
        {
          case GL_UNSIGNED_BYTE:
            switch (format)
            {
              case GL_ALPHA:
                loadAlphaImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              case GL_LUMINANCE:
                loadLuminanceImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output, description->Format == D3DFMT_L8);
                break;
              case GL_LUMINANCE_ALPHA:
                loadLuminanceAlphaImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output, description->Format == D3DFMT_A8L8);
                break;
              case GL_RGB:
                loadRGBUByteImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              case GL_RGBA:
                if (supportsSSE2())
                {
                    loadRGBAUByteImageDataSSE2(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                }
                else
                {
                    loadRGBAUByteImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                }
                break;
              case GL_BGRA_EXT:
                loadBGRAImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              default: UNREACHABLE();
            }
            break;
          case GL_UNSIGNED_SHORT_5_6_5:
            switch (format)
            {
              case GL_RGB:
                loadRGB565ImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              default: UNREACHABLE();
            }
            break;
          case GL_UNSIGNED_SHORT_4_4_4_4:
            switch (format)
            {
              case GL_RGBA:
                loadRGBA4444ImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              default: UNREACHABLE();
            }
            break;
          case GL_UNSIGNED_SHORT_5_5_5_1:
            switch (format)
            {
              case GL_RGBA:
                loadRGBA5551ImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              default: UNREACHABLE();
            }
            break;
          case GL_FLOAT:
            switch (format)
            {
              // float textures are converted to RGBA, not BGRA, as they're stored that way in D3D
              case GL_ALPHA:
                loadAlphaFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              case GL_LUMINANCE:
                loadLuminanceFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              case GL_LUMINANCE_ALPHA:
                loadLuminanceAlphaFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              case GL_RGB:
                loadRGBFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              case GL_RGBA:
                loadRGBAFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              default: UNREACHABLE();
            }
            break;
          case GL_HALF_FLOAT_OES:
            switch (format)
            {
              // float textures are converted to RGBA, not BGRA, as they're stored that way in D3D
              case GL_ALPHA:
                loadAlphaHalfFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              case GL_LUMINANCE:
                loadLuminanceHalfFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              case GL_LUMINANCE_ALPHA:
                loadLuminanceAlphaHalfFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              case GL_RGB:
                loadRGBHalfFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              case GL_RGBA:
                loadRGBAHalfFloatImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
                break;
              default: UNREACHABLE();
            }
            break;
          default: UNREACHABLE();
        }
    }
    
    void Texture::loadAlphaImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                     int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned char *source = NULL;
        unsigned char *dest = NULL;
        
        for (int y = 0; y < height; y++)
        {
            source = static_cast<const unsigned char*>(input) + y * inputPitch;
            dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = 0;
                dest[4 * x + 1] = 0;
                dest[4 * x + 2] = 0;
                dest[4 * x + 3] = source[x];
            }
        }
    }
    
    void Texture::loadAlphaFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                          int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const float *source = NULL;
        float *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch  + xoffset * 16);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = 0;
                dest[4 * x + 1] = 0;
                dest[4 * x + 2] = 0;
                dest[4 * x + 3] = source[x];
            }
        }
    }
    
    void Texture::loadAlphaHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                              int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned short *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 8);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = 0;
                dest[4 * x + 1] = 0;
                dest[4 * x + 2] = 0;
                dest[4 * x + 3] = source[x];
            }
        }
    }
    
    void Texture::loadLuminanceImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                         int inputPitch, const void *input, size_t outputPitch, void *output, bool native) const
    {
        const int destBytesPerPixel = native? 1: 4;
        const unsigned char *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = static_cast<const unsigned char*>(input) + y * inputPitch;
            dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * destBytesPerPixel;
    
            if (!native)   // BGRA8 destination format
            {
                for (int x = 0; x < width; x++)
                {
                    dest[4 * x + 0] = source[x];
                    dest[4 * x + 1] = source[x];
                    dest[4 * x + 2] = source[x];
                    dest[4 * x + 3] = 0xFF;
                }
            }
            else   // L8 destination format
            {
                memcpy(dest, source, width);
            }
        }
    }
    
    void Texture::loadLuminanceFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                              int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const float *source = NULL;
        float *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch  + xoffset * 16);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[x];
                dest[4 * x + 1] = source[x];
                dest[4 * x + 2] = source[x];
                dest[4 * x + 3] = 1.0f;
            }
        }
    }
    
    void Texture::loadLuminanceHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                                       int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned short *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 8);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[x];
                dest[4 * x + 1] = source[x];
                dest[4 * x + 2] = source[x];
                dest[4 * x + 3] = 0x3C00; // SEEEEEMMMMMMMMMM, S = 0, E = 15, M = 0: 16bit flpt representation of 1
            }
        }
    }
    
    void Texture::loadLuminanceAlphaImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                              int inputPitch, const void *input, size_t outputPitch, void *output, bool native) const
    {
        const int destBytesPerPixel = native? 2: 4;
        const unsigned char *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = static_cast<const unsigned char*>(input) + y * inputPitch;
            dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * destBytesPerPixel;
            
            if (!native)   // BGRA8 destination format
            {
                for (int x = 0; x < width; x++)
                {
                    dest[4 * x + 0] = source[2*x+0];
                    dest[4 * x + 1] = source[2*x+0];
                    dest[4 * x + 2] = source[2*x+0];
                    dest[4 * x + 3] = source[2*x+1];
                }
            }
            else
            {
                memcpy(dest, source, width * 2);
            }
        }
    }
    
    void Texture::loadLuminanceAlphaFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                                   int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const float *source = NULL;
        float *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch  + xoffset * 16);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[2*x+0];
                dest[4 * x + 1] = source[2*x+0];
                dest[4 * x + 2] = source[2*x+0];
                dest[4 * x + 3] = source[2*x+1];
            }
        }
    }
    
    void Texture::loadLuminanceAlphaHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                                       int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned short *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 8);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[2*x+0];
                dest[4 * x + 1] = source[2*x+0];
                dest[4 * x + 2] = source[2*x+0];
                dest[4 * x + 3] = source[2*x+1];
            }
        }
    }
    
    void Texture::loadRGBUByteImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                        int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned char *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = static_cast<const unsigned char*>(input) + y * inputPitch;
            dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[x * 3 + 2];
                dest[4 * x + 1] = source[x * 3 + 1];
                dest[4 * x + 2] = source[x * 3 + 0];
                dest[4 * x + 3] = 0xFF;
            }
        }
    }
    
    void Texture::loadRGB565ImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                      int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
            for (int x = 0; x < width; x++)
            {
                unsigned short rgba = source[x];
                dest[4 * x + 0] = ((rgba & 0x001F) << 3) | ((rgba & 0x001F) >> 2);
                dest[4 * x + 1] = ((rgba & 0x07E0) >> 3) | ((rgba & 0x07E0) >> 9);
                dest[4 * x + 2] = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13);
                dest[4 * x + 3] = 0xFF;
            }
        }
    }
    
    void Texture::loadRGBFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                        int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const float *source = NULL;
        float *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch  + xoffset * 16);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[x * 3 + 0];
                dest[4 * x + 1] = source[x * 3 + 1];
                dest[4 * x + 2] = source[x * 3 + 2];
                dest[4 * x + 3] = 1.0f;
            }
        }
    }
    
    void Texture::loadRGBHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                            int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned short *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<unsigned short*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch  + xoffset * 8);
            for (int x = 0; x < width; x++)
            {
                dest[4 * x + 0] = source[x * 3 + 0];
                dest[4 * x + 1] = source[x * 3 + 1];
                dest[4 * x + 2] = source[x * 3 + 2];
                dest[4 * x + 3] = 0x3C00; // SEEEEEMMMMMMMMMM, S = 0, E = 15, M = 0: 16bit flpt representation of 1
            }
        }
    }
    
    void Texture::loadRGBAUByteImageDataSSE2(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                             int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned int *source = NULL;
        unsigned int *dest = NULL;
        __m128i brMask = _mm_set1_epi32(0x00ff00ff);
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned int*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<unsigned int*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4);
            int x = 0;
    
            // Make output writes aligned
            for (x = 0; ((reinterpret_cast<intptr_t>(&dest[x]) & 15) != 0) && x < width; x++)
            {
                unsigned int rgba = source[x];
                dest[x] = (_rotl(rgba, 16) & 0x00ff00ff) | (rgba & 0xff00ff00);
            }
    
            for (; x + 3 < width; x += 4)
            {
                __m128i sourceData = _mm_loadu_si128(reinterpret_cast<const __m128i*>(&source[x]));
                // Mask out g and a, which don't change
                __m128i gaComponents = _mm_andnot_si128(brMask, sourceData);
                // Mask out b and r
                __m128i brComponents = _mm_and_si128(sourceData, brMask);
                // Swap b and r
                __m128i brSwapped = _mm_shufflehi_epi16(_mm_shufflelo_epi16(brComponents, _MM_SHUFFLE(2, 3, 0, 1)), _MM_SHUFFLE(2, 3, 0, 1));
                __m128i result = _mm_or_si128(gaComponents, brSwapped);
                _mm_store_si128(reinterpret_cast<__m128i*>(&dest[x]), result);
            }
    
            // Perform leftover writes
            for (; x < width; x++)
            {
                unsigned int rgba = source[x];
                dest[x] = (_rotl(rgba, 16) & 0x00ff00ff) | (rgba & 0xff00ff00);
            }
        }
    }
    
    void Texture::loadRGBAUByteImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                         int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned int *source = NULL;
        unsigned int *dest = NULL;
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned int*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<unsigned int*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4);
    
            for (int x = 0; x < width; x++)
            {
                unsigned int rgba = source[x];
                dest[x] = (_rotl(rgba, 16) & 0x00ff00ff) | (rgba & 0xff00ff00);
            }
        }
    }
    
    void Texture::loadRGBA4444ImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                        int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
            for (int x = 0; x < width; x++)
            {
                unsigned short rgba = source[x];
                dest[4 * x + 0] = ((rgba & 0x00F0) << 0) | ((rgba & 0x00F0) >> 4);
                dest[4 * x + 1] = ((rgba & 0x0F00) >> 4) | ((rgba & 0x0F00) >> 8);
                dest[4 * x + 2] = ((rgba & 0xF000) >> 8) | ((rgba & 0xF000) >> 12);
                dest[4 * x + 3] = ((rgba & 0x000F) << 4) | ((rgba & 0x000F) >> 0);
            }
        }
    }
    
    void Texture::loadRGBA5551ImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                        int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned short *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const unsigned short*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
            for (int x = 0; x < width; x++)
            {
                unsigned short rgba = source[x];
                dest[4 * x + 0] = ((rgba & 0x003E) << 2) | ((rgba & 0x003E) >> 3);
                dest[4 * x + 1] = ((rgba & 0x07C0) >> 3) | ((rgba & 0x07C0) >> 8);
                dest[4 * x + 2] = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13);
                dest[4 * x + 3] = (rgba & 0x0001) ? 0xFF : 0;
            }
        }
    }
    
    void Texture::loadRGBAFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                         int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const float *source = NULL;
        float *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = reinterpret_cast<const float*>(static_cast<const unsigned char*>(input) + y * inputPitch);
            dest = reinterpret_cast<float*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch  + xoffset * 16);
            memcpy(dest, source, width * 16);
        }
    }
    
    void Texture::loadRGBAHalfFloatImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                            int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned char *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = static_cast<const unsigned char*>(input) + y * inputPitch;
            dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch  + xoffset * 8;
            memcpy(dest, source, width * 8);
        }
    }
    
    void Texture::loadBGRAImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                    int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        const unsigned char *source = NULL;
        unsigned char *dest = NULL;
    
        for (int y = 0; y < height; y++)
        {
            source = static_cast<const unsigned char*>(input) + y * inputPitch;
            dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
            memcpy(dest, source, width*4);
        }
    }
    
    void Texture::loadCompressedImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                          int inputPitch, const void *input, size_t outputPitch, void *output) const {
        switch (getD3DFormat())
        {
            case D3DFMT_DXT1:
              loadDXT1ImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
              break;
            case D3DFMT_DXT3:
              loadDXT3ImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
              break;
            case D3DFMT_DXT5:
              loadDXT5ImageData(xoffset, yoffset, width, height, inputPitch, input, outputPitch, output);
              break;
        }
    }
    
    static void FlipCopyDXT1BlockFull(const unsigned int* source, unsigned int* dest) {
      // A DXT1 block layout is:
      // [0-1] color0.
      // [2-3] color1.
      // [4-7] color bitmap, 2 bits per pixel.
      // So each of the 4-7 bytes represents one line, flipping a block is just
      // flipping those bytes.
    
      // First 32-bits is two RGB565 colors shared by tile and does not need to be modified.
      dest[0] = source[0];
    
      // Second 32-bits contains 4 rows of 4 2-bit interpolants between the colors. All rows should be flipped.
      dest[1] = (source[1] >> 24) |
                ((source[1] << 8) & 0x00FF0000) |
                ((source[1] >> 8) & 0x0000FF00) |
                (source[1] << 24);
    }
    
    // Flips the first 2 lines of a DXT1 block in the y direction.
    static void FlipCopyDXT1BlockHalf(const unsigned int* source, unsigned int* dest) {
      // See layout above.
      dest[0] = source[0];
      dest[1] = ((source[1] << 8) & 0x0000FF00) |
                ((source[1] >> 8) & 0x000000FF);
    }
    
    // Flips a full DXT3 block in the y direction.
    static void FlipCopyDXT3BlockFull(const unsigned int* source, unsigned int* dest) {
      // A DXT3 block layout is:
      // [0-7]  alpha bitmap, 4 bits per pixel.
      // [8-15] a DXT1 block.
    
      // First and Second 32 bits are 4bit per pixel alpha and need to be flipped.
      dest[0] = (source[1] >> 16) | (source[1] << 16);
      dest[1] = (source[0] >> 16) | (source[0] << 16);
    
      // And flip the DXT1 block using the above function.
      FlipCopyDXT1BlockFull(source + 2, dest + 2);
    }
    
    // Flips the first 2 lines of a DXT3 block in the y direction.
    static void FlipCopyDXT3BlockHalf(const unsigned int* source, unsigned int* dest) {
      // See layout above.
      dest[0] = (source[1] >> 16) | (source[1] << 16);
      FlipCopyDXT1BlockHalf(source + 2, dest + 2);
    }
    
    // Flips a full DXT5 block in the y direction.
    static void FlipCopyDXT5BlockFull(const unsigned int* source, unsigned int* dest) {
      // A DXT5 block layout is:
      // [0]    alpha0.
      // [1]    alpha1.
      // [2-7]  alpha bitmap, 3 bits per pixel.
      // [8-15] a DXT1 block.
    
      // The alpha bitmap doesn't easily map lines to bytes, so we have to
      // interpret it correctly.  Extracted from
      // http://www.opengl.org/registry/specs/EXT/texture_compression_s3tc.txt :
      //
      //   The 6 "bits" bytes of the block are decoded into one 48-bit integer:
      //
      //     bits = bits_0 + 256 * (bits_1 + 256 * (bits_2 + 256 * (bits_3 +
      //                   256 * (bits_4 + 256 * bits_5))))
      //
      //   bits is a 48-bit unsigned integer, from which a three-bit control code
      //   is extracted for a texel at location (x,y) in the block using:
      //
      //       code(x,y) = bits[3*(4*y+x)+1..3*(4*y+x)+0]
      //
      //   where bit 47 is the most significant and bit 0 is the least
      //   significant bit.
      const unsigned char* sourceBytes = static_cast<const unsigned char*>(static_cast<const void*>(source));
      unsigned char* destBytes = static_cast<unsigned char*>(static_cast<void*>(dest));
      unsigned int line_0_1 = sourceBytes[2] + 256 * (sourceBytes[3] + 256 * sourceBytes[4]);
      unsigned int line_2_3 = sourceBytes[5] + 256 * (sourceBytes[6] + 256 * sourceBytes[7]);
      // swap lines 0 and 1 in line_0_1.
      unsigned int line_1_0 = ((line_0_1 & 0x000fff) << 12) |
                              ((line_0_1 & 0xfff000) >> 12);
      // swap lines 2 and 3 in line_2_3.
      unsigned int line_3_2 = ((line_2_3 & 0x000fff) << 12) |
                              ((line_2_3 & 0xfff000) >> 12);
      destBytes[0] = sourceBytes[0];
      destBytes[1] = sourceBytes[1];
      destBytes[2] = line_3_2 & 0xff;
      destBytes[3] = (line_3_2 & 0xff00) >> 8;
      destBytes[4] = (line_3_2 & 0xff0000) >> 16;
      destBytes[5] = line_1_0 & 0xff;
      destBytes[6] = (line_1_0 & 0xff00) >> 8;
      destBytes[7] = (line_1_0 & 0xff0000) >> 16;
    
      // And flip the DXT1 block using the above function.
      FlipCopyDXT1BlockFull(source + 2, dest + 2);
    }
    
    // Flips the first 2 lines of a DXT5 block in the y direction.
    static void FlipCopyDXT5BlockHalf(const unsigned int* source, unsigned int* dest) {
      // See layout above.
      const unsigned char* sourceBytes = static_cast<const unsigned char*>(static_cast<const void*>(source));
      unsigned char* destBytes = static_cast<unsigned char*>(static_cast<void*>(dest));
      unsigned int line_0_1 = sourceBytes[2] + 256 * (sourceBytes[3] + 256 * sourceBytes[4]);
      unsigned int line_1_0 = ((line_0_1 & 0x000fff) << 12) |
                              ((line_0_1 & 0xfff000) >> 12);
      destBytes[0] = sourceBytes[0];
      destBytes[1] = sourceBytes[1];
      destBytes[2] = line_1_0 & 0xff;
      destBytes[3] = (line_1_0 & 0xff00) >> 8;
      destBytes[4] = (line_1_0 & 0xff0000) >> 16;
      FlipCopyDXT1BlockHalf(source + 2, dest + 2);
    }
    
    void Texture::loadDXT1ImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                          int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        ASSERT(xoffset % 4 == 0);
        ASSERT(yoffset % 4 == 0);
        ASSERT(width % 4 == 0 || width == 2 || width == 1);
        ASSERT(inputPitch % 8 == 0);
        ASSERT(outputPitch % 8 == 0);
    
        const unsigned int *source = reinterpret_cast<const unsigned int*>(input);
        unsigned int *dest = reinterpret_cast<unsigned int*>(output);
    
        // Round width up in case it is less than 4.
        int blocksAcross = (width + 3) / 4;
        int intsAcross = blocksAcross * 2;
    
        switch (height)
        {
            case 1:
                for (int x = 0; x < intsAcross; x += 2)
                {
                    // just copy the block
                    dest[x] = source[x];
                    dest[x + 1] = source[x + 1];
                }
                break;
            case 2:
                for (int x = 0; x < intsAcross; x += 2)
                {
                    FlipCopyDXT1BlockHalf(source + x, dest + x);
                }
                break;
            default:
                ASSERT(height % 4 == 0);
                for (int y = 0; y < height / 4; ++y)
                {
                    const unsigned int *source = reinterpret_cast<const unsigned int*>(static_cast<const unsigned char*>(input) + y * inputPitch);
                    unsigned int *dest = reinterpret_cast<unsigned int*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 8);
    
                    for (int x = 0; x < intsAcross; x += 2)
                    {
                        FlipCopyDXT1BlockFull(source + x, dest + x);
                    }
                }
                break;
        }
    }
    
    void Texture::loadDXT3ImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                    int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        ASSERT(xoffset % 4 == 0);
        ASSERT(yoffset % 4 == 0);
        ASSERT(width % 4 == 0 || width == 2 || width == 1);
        ASSERT(inputPitch % 16 == 0);
        ASSERT(outputPitch % 16 == 0);
    
        const unsigned int *source = reinterpret_cast<const unsigned int*>(input);
        unsigned int *dest = reinterpret_cast<unsigned int*>(output);
    
        // Round width up in case it is less than 4.
        int blocksAcross = (width + 3) / 4;
        int intsAcross = blocksAcross * 4;
    
        switch (height)
        {
            case 1:
                for (int x = 0; x < intsAcross; x += 4)
                {
                    // just copy the block
                    dest[x] = source[x];
                    dest[x + 1] = source[x + 1];
                    dest[x + 2] = source[x + 2];
                    dest[x + 3] = source[x + 3];
                }
                break;
            case 2:
                for (int x = 0; x < intsAcross; x += 4)
                {
                    FlipCopyDXT3BlockHalf(source + x, dest + x);
                }
                break;
            default:
                ASSERT(height % 4 == 0);
                for (int y = 0; y < height / 4; ++y)
                {
                    const unsigned int *source = reinterpret_cast<const unsigned int*>(static_cast<const unsigned char*>(input) + y * inputPitch);
                    unsigned int *dest = reinterpret_cast<unsigned int*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 16);
    
                    for (int x = 0; x < intsAcross; x += 4)
                    {
                      FlipCopyDXT3BlockFull(source + x, dest + x);
                    }
                }
                break;
        }
    }
    
    void Texture::loadDXT5ImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
                                    int inputPitch, const void *input, size_t outputPitch, void *output) const
    {
        ASSERT(xoffset % 4 == 0);
        ASSERT(yoffset % 4 == 0);
        ASSERT(width % 4 == 0 || width == 2 || width == 1);
        ASSERT(inputPitch % 16 == 0);
        ASSERT(outputPitch % 16 == 0);
    
        const unsigned int *source = reinterpret_cast<const unsigned int*>(input);
        unsigned int *dest = reinterpret_cast<unsigned int*>(output);
    
        // Round width up in case it is less than 4.
        int blocksAcross = (width + 3) / 4;
        int intsAcross = blocksAcross * 4;
    
        switch (height)
        {
            case 1:
                for (int x = 0; x < intsAcross; x += 4)
                {
                    // just copy the block
                    dest[x] = source[x];
                    dest[x + 1] = source[x + 1];
                    dest[x + 2] = source[x + 2];
                    dest[x + 3] = source[x + 3];
                }
                break;
            case 2:
                for (int x = 0; x < intsAcross; x += 4)
                {
                    FlipCopyDXT5BlockHalf(source + x, dest + x);
                }
                break;
            default:
                ASSERT(height % 4 == 0);
                for (int y = 0; y < height / 4; ++y)
                {
                    const unsigned int *source = reinterpret_cast<const unsigned int*>(static_cast<const unsigned char*>(input) + y * inputPitch);
                    unsigned int *dest = reinterpret_cast<unsigned int*>(static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 16);
    
                    for (int x = 0; x < intsAcross; x += 4)
                    {
                        FlipCopyDXT5BlockFull(source + x, dest + x);
                    }
                }
                break;
        }
    }
    
    void Texture::createSurface(Image *image)
    {
        IDirect3DTexture9 *newTexture = NULL;
        IDirect3DSurface9 *newSurface = NULL;
    
        if (image->width != 0 && image->height != 0)
        {
            int levelToFetch = 0;
            GLsizei requestWidth = image->width;
            GLsizei requestHeight = image->height;
            if (IsCompressed(image->format) && (image->width % 4 != 0 || image->height % 4 != 0))
            {
                bool isMult4 = false;
                int upsampleCount = 0;
                while (!isMult4)
                {
                    requestWidth <<= 1;
                    requestHeight <<= 1;
                    upsampleCount++;
                    if (requestWidth % 4 == 0 && requestHeight % 4 == 0)
                    {
                        isMult4 = true;
                    }
                }
                levelToFetch = upsampleCount;
            }
    
            HRESULT result = getDevice()->CreateTexture(requestWidth, requestHeight, levelToFetch + 1, NULL, image->getD3DFormat(),
                                                        D3DPOOL_SYSTEMMEM, &newTexture, NULL);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                return error(GL_OUT_OF_MEMORY);
            }
    
            newTexture->GetSurfaceLevel(levelToFetch, &newSurface);
            newTexture->Release();
        }
    
        if (image->surface)
        {
            image->surface->Release();
        }
    
        image->surface = newSurface;
    }
    
    void Texture::setImage(GLint unpackAlignment, const void *pixels, Image *image)
    {
        createSurface(image);
    
        if (pixels != NULL && image->surface != NULL)
        {
            D3DSURFACE_DESC description;
            image->surface->GetDesc(&description);
    
            D3DLOCKED_RECT locked;
            HRESULT result = image->surface->LockRect(&locked, NULL, 0);
    
            ASSERT(SUCCEEDED(result));
    
            if (SUCCEEDED(result))
            {
                loadImageData(0, 0, image->width, image->height, image->format, image->type, unpackAlignment, pixels, locked.Pitch, locked.pBits, &description);
                image->surface->UnlockRect();
            }
    
            image->dirty = true;
            mDirtyImage = true;
        }
    }
    
    void Texture::setCompressedImage(GLsizei imageSize, const void *pixels, Image *image)
    {
        createSurface(image);
    
        if (pixels != NULL && image->surface != NULL)
        {
            D3DLOCKED_RECT locked;
            HRESULT result = image->surface->LockRect(&locked, NULL, 0);
    
            ASSERT(SUCCEEDED(result));
    
            if (SUCCEEDED(result))
            {
                int inputPitch = ComputeCompressedPitch(image->width, image->format);
                int inputSize = ComputeCompressedSize(image->width, image->height, image->format);
                loadCompressedImageData(0, 0, image->width, image->height, -inputPitch, static_cast<const char*>(pixels) + inputSize - inputPitch, locked.Pitch, locked.pBits);
                image->surface->UnlockRect();
            }
    
            image->dirty = true;
            mDirtyImage = true;
        }
    }
    
    bool Texture::subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *image)
    {
        if (width + xoffset > image->width || height + yoffset > image->height)
        {
            error(GL_INVALID_VALUE);
            return false;
        }
    
        if (IsCompressed(image->format))
        {
            error(GL_INVALID_OPERATION);
            return false;
        }
    
        if (format != image->format)
        {
            error(GL_INVALID_OPERATION);
            return false;
        }
    
        if (!image->surface)
        {
            createSurface(image);
        }
    
        if (pixels != NULL && image->surface != NULL)
        {
            D3DSURFACE_DESC description;
            image->surface->GetDesc(&description);
    
            D3DLOCKED_RECT locked;
            HRESULT result = image->surface->LockRect(&locked, NULL, 0);
    
            ASSERT(SUCCEEDED(result));
    
            if (SUCCEEDED(result))
            {
                loadImageData(xoffset, transformPixelYOffset(yoffset, height, image->height), width, height, format, type, unpackAlignment, pixels, locked.Pitch, locked.pBits, &description);
                image->surface->UnlockRect();
            }
    
            image->dirty = true;
            mDirtyImage = true;
        }
    
        return true;
    }
    
    bool Texture::subImageCompressed(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels, Image *image)
    {
        if (width + xoffset > image->width || height + yoffset > image->height)
        {
            error(GL_INVALID_VALUE);
            return false;
        }
    
        if (format != getInternalFormat())
        {
            error(GL_INVALID_OPERATION);
            return false;
        }
    
        if (!image->surface)
        {
            createSurface(image);
        }
    
        if (pixels != NULL && image->surface != NULL)
        {
            RECT updateRegion;
            updateRegion.left = xoffset;
            updateRegion.right = xoffset + width;
            updateRegion.bottom = yoffset + height;
            updateRegion.top = yoffset;
    
            D3DLOCKED_RECT locked;
            HRESULT result = image->surface->LockRect(&locked, &updateRegion, 0);
    
            ASSERT(SUCCEEDED(result));
    
            if (SUCCEEDED(result))
            {
                int inputPitch = ComputeCompressedPitch(width, format);
                int inputSize = ComputeCompressedSize(width, height, format);
                loadCompressedImageData(xoffset, transformPixelYOffset(yoffset, height, image->height), width, height, -inputPitch, static_cast<const char*>(pixels) + inputSize - inputPitch, locked.Pitch, locked.pBits);
                image->surface->UnlockRect();
            }
    
            image->dirty = true;
            mDirtyImage = true;
        }
    
        return true;
    }
    
    // This implements glCopyTex[Sub]Image2D for non-renderable internal texture formats and incomplete textures
    void Texture::copyToImage(Image *image, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, IDirect3DSurface9 *renderTarget)
    {
        if (!image->surface)
        {
            createSurface(image);
    
            if (!image->surface)
            {
                ERR("Failed to create an image surface.");
                return error(GL_OUT_OF_MEMORY);
            }
        }
    
        IDirect3DDevice9 *device = getDevice();
        IDirect3DSurface9 *renderTargetData = NULL;
        D3DSURFACE_DESC description;
        renderTarget->GetDesc(&description);
        
        HRESULT result = device->CreateOffscreenPlainSurface(description.Width, description.Height, description.Format, D3DPOOL_SYSTEMMEM, &renderTargetData, NULL);
    
        if (FAILED(result))
        {
            ERR("Could not create matching destination surface.");
            return error(GL_OUT_OF_MEMORY);
        }
    
        result = device->GetRenderTargetData(renderTarget, renderTargetData);
    
        if (FAILED(result))
        {
            ERR("GetRenderTargetData unexpectedly failed.");
            renderTargetData->Release();
            return error(GL_OUT_OF_MEMORY);
        }
    
        RECT sourceRect = transformPixelRect(x, y, width, height, description.Height);
        int destYOffset = transformPixelYOffset(yoffset, height, image->height);
        RECT destRect = {xoffset, destYOffset, xoffset + width, destYOffset + height};
    
        if (image->isRenderable())
        {
            result = D3DXLoadSurfaceFromSurface(image->surface, NULL, &destRect, renderTargetData, NULL, &sourceRect, D3DX_FILTER_BOX, 0);
            
            if (FAILED(result))
            {
                ERR("Copying surfaces unexpectedly failed.");
                renderTargetData->Release();
                return error(GL_OUT_OF_MEMORY);
            }
        }
        else
        {
            D3DLOCKED_RECT sourceLock = {0};
            result = renderTargetData->LockRect(&sourceLock, &sourceRect, 0);
    
            if (FAILED(result))
            {
                ERR("Failed to lock the source surface (rectangle might be invalid).");
                renderTargetData->Release();
                return error(GL_OUT_OF_MEMORY);
            }
    
            D3DLOCKED_RECT destLock = {0};
            result = image->surface->LockRect(&destLock, &destRect, 0);
            
            if (FAILED(result))
            {
                ERR("Failed to lock the destination surface (rectangle might be invalid).");
                renderTargetData->UnlockRect();
                renderTargetData->Release();
                return error(GL_OUT_OF_MEMORY);
            }
    
            if (destLock.pBits && sourceLock.pBits)
            {
                unsigned char *source = (unsigned char*)sourceLock.pBits;
                unsigned char *dest = (unsigned char*)destLock.pBits;
    
                switch (description.Format)
                {
                  case D3DFMT_X8R8G8B8:
                  case D3DFMT_A8R8G8B8:
                    switch(image->getD3DFormat())
                    {
                      case D3DFMT_L8:
                        for(int y = 0; y < height; y++)
                        {
                            for(int x = 0; x < width; x++)
                            {
                                dest[x] = source[x * 4 + 2];
                            }
    
                            source += sourceLock.Pitch;
                            dest += destLock.Pitch;
                        }
                        break;
                      case D3DFMT_A8L8:
                        for(int y = 0; y < height; y++)
                        {
                            for(int x = 0; x < width; x++)
                            {
                                dest[x * 2 + 0] = source[x * 4 + 2];
                                dest[x * 2 + 1] = source[x * 4 + 3];
                            }
    
                            source += sourceLock.Pitch;
                            dest += destLock.Pitch;
                        }
                        break;
                      default:
                        UNREACHABLE();
                    }
                    break;
                  case D3DFMT_R5G6B5:
                    switch(image->getD3DFormat())
                    {
                      case D3DFMT_L8:
                        for(int y = 0; y < height; y++)
                        {
                            for(int x = 0; x < width; x++)
                            {
                                unsigned char red = source[x * 2 + 1] & 0xF8;
                                dest[x] = red | (red >> 5);
                            }
    
                            source += sourceLock.Pitch;
                            dest += destLock.Pitch;
                        }
                        break;
                      default:
                        UNREACHABLE();
                    }
                    break;
                  case D3DFMT_A1R5G5B5:
                    switch(image->getD3DFormat())
                    {
                      case D3DFMT_L8:
                        for(int y = 0; y < height; y++)
                        {
                            for(int x = 0; x < width; x++)
                            {
                                unsigned char red = source[x * 2 + 1] & 0x7C;
                                dest[x] = (red << 1) | (red >> 4);
                            }
    
                            source += sourceLock.Pitch;
                            dest += destLock.Pitch;
                        }
                        break;
                      case D3DFMT_A8L8:
                        for(int y = 0; y < height; y++)
                        {
                            for(int x = 0; x < width; x++)
                            {
                                unsigned char red = source[x * 2 + 1] & 0x7C;
                                dest[x * 2 + 0] = (red << 1) | (red >> 4);
                                dest[x * 2 + 1] = (signed char)source[x * 2 + 1] >> 7;
                            }
    
                            source += sourceLock.Pitch;
                            dest += destLock.Pitch;
                        }
                        break;
                      default:
                        UNREACHABLE();
                    }
                    break;
                  default:
                    UNREACHABLE();
                }
            }
    
            image->surface->UnlockRect();
            renderTargetData->UnlockRect();
        }
    
        renderTargetData->Release();
    
        image->dirty = true;
        mDirtyImage = true;
    }
    
    IDirect3DBaseTexture9 *Texture::getTexture()
    {
        if (!isComplete())
        {
            return NULL;
        }
    
        if (!getBaseTexture())
        {
            createTexture();
        }
    
        updateTexture();
    
        return getBaseTexture();
    }
    
    bool Texture::isDirtyParameter() const
    {
        return mDirtyParameter;
    }
    
    bool Texture::isDirtyImage() const
    {
        return mDirtyImage;
    }
    
    void Texture::resetDirty()
    {
        mDirtyParameter = false;
        mDirtyImage = false;
    }
    
    unsigned int Texture::getSerial() const
    {
        return mSerial;
    }
    
    GLint Texture::creationLevels(GLsizei width, GLsizei height, GLint maxlevel) const
    {
        if ((isPow2(width) && isPow2(height)) || getContext()->supportsNonPower2Texture())
        {
            return maxlevel;
        }
        else
        {
            // OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
            return 1;
        }
    }
    
    GLint Texture::creationLevels(GLsizei size, GLint maxlevel) const
    {
        return creationLevels(size, size, maxlevel);
    }
    
    int Texture::levelCount() const
    {
        return getBaseTexture() ? getBaseTexture()->GetLevelCount() : 0;
    }
    
    unsigned int Texture::issueSerial()
    {
        return mCurrentSerial++;
    }
    
    Texture2D::Texture2D(GLuint id) : Texture(id)
    {
        mTexture = NULL;
        mSurface = NULL;
    }
    
    Texture2D::~Texture2D()
    {
        mColorbufferProxy.set(NULL);
    
        if (mTexture)
        {
            mTexture->Release();
            mTexture = NULL;
        }
    
        if (mSurface)
        {
            mSurface->setBoundTexture(NULL);
            mSurface = NULL;
        }
    }
    
    GLenum Texture2D::getTarget() const
    {
        return GL_TEXTURE_2D;
    }
    
    GLsizei Texture2D::getWidth() const
    {
        return mImageArray[0].width;
    }
    
    GLsizei Texture2D::getHeight() const
    {
        return mImageArray[0].height;
    }
    
    GLenum Texture2D::getInternalFormat() const
    {
        return mImageArray[0].format;
    }
    
    GLenum Texture2D::getType() const
    {
        return mImageArray[0].type;
    }
    
    D3DFORMAT Texture2D::getD3DFormat() const
    {
        return mImageArray[0].getD3DFormat();
    }
    
    void Texture2D::redefineTexture(GLint level, GLenum format, GLsizei width, GLsizei height, GLenum type, bool forceRedefine)
    {
        GLsizei textureWidth = mImageArray[0].width;
        GLsizei textureHeight = mImageArray[0].height;
        GLenum textureFormat = mImageArray[0].format;
        GLenum textureType = mImageArray[0].type;
    
        mImageArray[level].width = width;
        mImageArray[level].height = height;
        mImageArray[level].format = format;
        mImageArray[level].type = type;
    
        if (!mTexture)
        {
            return;
        }
    
        bool widthOkay = (textureWidth >> level == width) || (textureWidth >> level == 0 && width == 1);
        bool heightOkay = (textureHeight >> level == height) || (textureHeight >> level == 0 && height == 1);
        bool textureOkay = (widthOkay && heightOkay && textureFormat == format && textureType == type);
    
        if (!textureOkay || forceRedefine || mSurface)   // Purge all the levels and the texture.
        {
            for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
            {
                if (mImageArray[i].surface != NULL)
                {
                    mImageArray[i].surface->Release();
                    mImageArray[i].surface = NULL;
                    mImageArray[i].dirty = true;
                }
            }
    
            if (mTexture != NULL)
            {
                mTexture->Release();
                mTexture = NULL;
                mDirtyImage = true;
                mIsRenderable = false;
            }
    
            if (mSurface)
            {
                mSurface->setBoundTexture(NULL);
                mSurface = NULL;
            }
    
            mColorbufferProxy.set(NULL);
        }
    }
    
    void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        redefineTexture(level, format, width, height, type, false);
    
        Texture::setImage(unpackAlignment, pixels, &mImageArray[level]);
    }
    
    void Texture2D::bindTexImage(egl::Surface *surface)
    {
        GLenum format;
    
        switch(surface->getFormat())
        {
          case D3DFMT_A8R8G8B8:
            format = GL_RGBA;
            break;
          case D3DFMT_X8R8G8B8:
            format = GL_RGB;
            break;
          default:
            UNIMPLEMENTED();
            return;
        }
    
        redefineTexture(0, format, surface->getWidth(), surface->getHeight(), GL_UNSIGNED_BYTE, true);
    
        IDirect3DTexture9 *texture = surface->getOffscreenTexture();
    
        mTexture = texture;
        mDirtyImage = true;
        mIsRenderable = true;
        mSurface = surface;
        mSurface->setBoundTexture(this);
    }
    
    void Texture2D::releaseTexImage()
    {
        redefineTexture(0, GL_RGB, 0, 0, GL_UNSIGNED_BYTE, true);
    }
    
    void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
    {
        redefineTexture(level, format, width, height, GL_UNSIGNED_BYTE, false);
    
        Texture::setCompressedImage(imageSize, pixels, &mImageArray[level]);
    }
    
    void Texture2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        ASSERT(mImageArray[level].surface != NULL);
    
        if (level < levelCount())
        {
            IDirect3DSurface9 *destLevel = NULL;
            HRESULT result = mTexture->GetSurfaceLevel(level, &destLevel);
    
            ASSERT(SUCCEEDED(result));
    
            if (SUCCEEDED(result))
            {
                Image *image = &mImageArray[level];
    
                RECT sourceRect = transformPixelRect(xoffset, yoffset, width, height, image->height);;
    
                POINT destPoint;
                destPoint.x = sourceRect.left;
                destPoint.y = sourceRect.top;
    
                result = getDevice()->UpdateSurface(image->surface, &sourceRect, destLevel, &destPoint);
                ASSERT(SUCCEEDED(result));
    
                destLevel->Release();
    
                image->dirty = false;
            }
        }
    }
    
    void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        if (Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[level]))
        {
            commitRect(level, xoffset, yoffset, width, height);
        }
    }
    
    void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
    {
        if (Texture::subImageCompressed(xoffset, yoffset, width, height, format, imageSize, pixels, &mImageArray[level]))
        {
            commitRect(level, xoffset, yoffset, width, height);
        }
    }
    
    void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        IDirect3DSurface9 *renderTarget = source->getRenderTarget();
    
        if (!renderTarget)
        {
            ERR("Failed to retrieve the render target.");
            return error(GL_OUT_OF_MEMORY);
        }
    
        redefineTexture(level, format, width, height, GL_UNSIGNED_BYTE, false);
       
        if (!mImageArray[level].isRenderable())
        {
            copyToImage(&mImageArray[level], 0, 0, x, y, width, height, renderTarget);
        }
        else
        {
            if (!mTexture || !mIsRenderable)
            {
                convertToRenderTarget();
            }
            
            updateTexture();
    
            if (width != 0 && height != 0 && level < levelCount())
            {
                RECT sourceRect = transformPixelRect(x, y, width, height, source->getColorbuffer()->getHeight());
                sourceRect.left = clamp(sourceRect.left, 0, source->getColorbuffer()->getWidth());
                sourceRect.top = clamp(sourceRect.top, 0, source->getColorbuffer()->getHeight());
                sourceRect.right = clamp(sourceRect.right, 0, source->getColorbuffer()->getWidth());
                sourceRect.bottom = clamp(sourceRect.bottom, 0, source->getColorbuffer()->getHeight());
    
                GLint destYOffset = transformPixelYOffset(0, height, mImageArray[level].height);
                
                IDirect3DSurface9 *dest;
                HRESULT hr = mTexture->GetSurfaceLevel(level, &dest);
    
                getBlitter()->copy(source->getRenderTarget(), sourceRect, format, 0, destYOffset, dest);
                dest->Release();
            }
        }
    }
    
    void Texture2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        if (xoffset + width > mImageArray[level].width || yoffset + height > mImageArray[level].height)
        {
            return error(GL_INVALID_VALUE);
        }
    
        IDirect3DSurface9 *renderTarget = source->getRenderTarget();
    
        if (!renderTarget)
        {
            ERR("Failed to retrieve the render target.");
            return error(GL_OUT_OF_MEMORY);
        }
    
        redefineTexture(level, mImageArray[level].format, mImageArray[level].width, mImageArray[level].height, GL_UNSIGNED_BYTE, false);
       
        if (!mImageArray[level].isRenderable() || (!mTexture && !isComplete()))
        {
            copyToImage(&mImageArray[level], xoffset, yoffset, x, y, width, height, renderTarget);
        }
        else
        {
            if (!mTexture || !mIsRenderable)
            {
                convertToRenderTarget();
            }
            
            updateTexture();
    
            if (level < levelCount())
            {
                RECT sourceRect = transformPixelRect(x, y, width, height, source->getColorbuffer()->getHeight());
                sourceRect.left = clamp(sourceRect.left, 0, source->getColorbuffer()->getWidth());
                sourceRect.top = clamp(sourceRect.top, 0, source->getColorbuffer()->getHeight());
                sourceRect.right = clamp(sourceRect.right, 0, source->getColorbuffer()->getWidth());
                sourceRect.bottom = clamp(sourceRect.bottom, 0, source->getColorbuffer()->getHeight());
    
                GLint destYOffset = transformPixelYOffset(yoffset, height, mImageArray[level].height);
    
                IDirect3DSurface9 *dest;
                HRESULT hr = mTexture->GetSurfaceLevel(level, &dest);
    
                getBlitter()->copy(source->getRenderTarget(), sourceRect, mImageArray[0].format, xoffset, destYOffset, dest);
                dest->Release();
            }
        }
    }
    
    // Tests for GL texture object completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool Texture2D::isComplete() const
    {
        GLsizei width = mImageArray[0].width;
        GLsizei height = mImageArray[0].height;
    
        if (width <= 0 || height <= 0)
        {
            return false;
        }
    
        bool mipmapping = false;
    
        switch (mMinFilter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
            mipmapping = false;
            break;
          case GL_NEAREST_MIPMAP_NEAREST:
          case GL_LINEAR_MIPMAP_NEAREST:
          case GL_NEAREST_MIPMAP_LINEAR:
          case GL_LINEAR_MIPMAP_LINEAR:
            mipmapping = true;
            break;
         default: UNREACHABLE();
        }
    
        if ((getInternalFormat() == GL_FLOAT && !getContext()->supportsFloatLinearFilter()) ||
            (getInternalFormat() == GL_HALF_FLOAT_OES && !getContext()->supportsHalfFloatLinearFilter()))
        {
            if (mMagFilter != GL_NEAREST || (mMinFilter != GL_NEAREST && mMinFilter != GL_NEAREST_MIPMAP_NEAREST))
            {
                return false;
            }
        }
    
        bool npot = getContext()->supportsNonPower2Texture();
    
        if (!npot)
        {
            if ((getWrapS() != GL_CLAMP_TO_EDGE && !isPow2(width)) ||
                (getWrapT() != GL_CLAMP_TO_EDGE && !isPow2(height)))
            {
                return false;
            }
        }
    
        if (mipmapping)
        {
            if (!npot)
            {
                if (!isPow2(width) || !isPow2(height))
                {
                    return false;
                }
            }
    
            int q = log2(std::max(width, height));
    
            for (int level = 1; level <= q; level++)
            {
                if (mImageArray[level].format != mImageArray[0].format)
                {
                    return false;
                }
    
                if (mImageArray[level].type != mImageArray[0].type)
                {
                    return false;
                }
    
                if (mImageArray[level].width != std::max(1, width >> level))
                {
                    return false;
                }
    
                if (mImageArray[level].height != std::max(1, height >> level))
                {
                    return false;
                }
            }
        }
    
        return true;
    }
    
    bool Texture2D::isCompressed() const
    {
        return IsCompressed(getInternalFormat());
    }
    
    IDirect3DBaseTexture9 *Texture2D::getBaseTexture() const
    {
        return mTexture;
    }
    
    // Constructs a Direct3D 9 texture resource from the texture images
    void Texture2D::createTexture()
    {
        IDirect3DDevice9 *device = getDevice();
        D3DFORMAT format = mImageArray[0].getD3DFormat();
        GLint levels = creationLevels(mImageArray[0].width, mImageArray[0].height, 0);
    
        IDirect3DTexture9 *texture = NULL;
        HRESULT result = device->CreateTexture(mImageArray[0].width, mImageArray[0].height, levels, 0, format, D3DPOOL_DEFAULT, &texture, NULL);
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            return error(GL_OUT_OF_MEMORY);
        }
    
        if (mTexture)
        {
            mTexture->Release();
        }
    
        mTexture = texture;
        mDirtyImage = true;
        mIsRenderable = false;
    }
    
    void Texture2D::updateTexture()
    {
        IDirect3DDevice9 *device = getDevice();
    
        int levels = levelCount();
    
        for (int level = 0; level < levels; level++)
        {
            if (mImageArray[level].surface && mImageArray[level].dirty)
            {
                IDirect3DSurface9 *levelSurface = NULL;
                HRESULT result = mTexture->GetSurfaceLevel(level, &levelSurface);
    
                ASSERT(SUCCEEDED(result));
    
                if (SUCCEEDED(result))
                {
                    result = device->UpdateSurface(mImageArray[level].surface, NULL, levelSurface, NULL);
                    ASSERT(SUCCEEDED(result));
    
                    levelSurface->Release();
    
                    mImageArray[level].dirty = false;
                }
            }
        }
    }
    
    void Texture2D::convertToRenderTarget()
    {
        IDirect3DTexture9 *texture = NULL;
    
        if (mImageArray[0].width != 0 && mImageArray[0].height != 0)
        {
            egl::Display *display = getDisplay();
            IDirect3DDevice9 *device = getDevice();
            D3DFORMAT format = mImageArray[0].getD3DFormat();
            GLint levels = creationLevels(mImageArray[0].width, mImageArray[0].height, 0);
    
            HRESULT result = device->CreateTexture(mImageArray[0].width, mImageArray[0].height, levels, D3DUSAGE_RENDERTARGET, format, D3DPOOL_DEFAULT, &texture, NULL);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                return error(GL_OUT_OF_MEMORY);
            }
    
            if (mTexture != NULL)
            {
                int levels = levelCount();
                for (int i = 0; i < levels; i++)
                {
                    IDirect3DSurface9 *source;
                    result = mTexture->GetSurfaceLevel(i, &source);
    
                    if (FAILED(result))
                    {
                        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                        texture->Release();
    
                        return error(GL_OUT_OF_MEMORY);
                    }
    
                    IDirect3DSurface9 *dest;
                    result = texture->GetSurfaceLevel(i, &dest);
    
                    if (FAILED(result))
                    {
                        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                        texture->Release();
                        source->Release();
    
                        return error(GL_OUT_OF_MEMORY);
                    }
    
                    display->endScene();
                    result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
    
                    if (FAILED(result))
                    {
                        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                        texture->Release();
                        source->Release();
                        dest->Release();
    
                        return error(GL_OUT_OF_MEMORY);
                    }
    
                    source->Release();
                    dest->Release();
                }
            }
        }
    
        if (mTexture != NULL)
        {
            mTexture->Release();
        }
    
        mTexture = texture;
        mDirtyImage = true;
        mIsRenderable = true;
    }
    
    void Texture2D::generateMipmaps()
    {
        if (!getContext()->supportsNonPower2Texture())
        {
            if (!isPow2(mImageArray[0].width) || !isPow2(mImageArray[0].height))
            {
                return error(GL_INVALID_OPERATION);
            }
        }
    
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        unsigned int q = log2(std::max(mImageArray[0].width, mImageArray[0].height));
        for (unsigned int i = 1; i <= q; i++)
        {
            if (mImageArray[i].surface != NULL)
            {
                mImageArray[i].surface->Release();
                mImageArray[i].surface = NULL;
            }
    
            mImageArray[i].width = std::max(mImageArray[0].width >> i, 1);
            mImageArray[i].height = std::max(mImageArray[0].height >> i, 1);
            mImageArray[i].format = mImageArray[0].format;
            mImageArray[i].type = mImageArray[0].type;
        }
    
        if (mIsRenderable)
        {
            if (mTexture == NULL)
            {
                ERR(" failed because mTexture was null.");
                return;
            }
    
            for (unsigned int i = 1; i <= q; i++)
            {
                IDirect3DSurface9 *upper = NULL;
                IDirect3DSurface9 *lower = NULL;
    
                mTexture->GetSurfaceLevel(i-1, &upper);
                mTexture->GetSurfaceLevel(i, &lower);
    
                if (upper != NULL && lower != NULL)
                {
                    getBlitter()->boxFilter(upper, lower);
                }
    
                if (upper != NULL) upper->Release();
                if (lower != NULL) lower->Release();
    
                mImageArray[i].dirty = false;
            }
        }
        else
        {
            for (unsigned int i = 1; i <= q; i++)
            {
                createSurface(&mImageArray[i]);
                
                if (mImageArray[i].surface == NULL)
                {
                    return error(GL_OUT_OF_MEMORY);
                }
    
                if (FAILED(D3DXLoadSurfaceFromSurface(mImageArray[i].surface, NULL, NULL, mImageArray[i - 1].surface, NULL, NULL, D3DX_FILTER_BOX, 0)))
                {
                    ERR(" failed to load filter %d to %d.", i - 1, i);
                }
    
                mImageArray[i].dirty = true;
            }
        }
    }
    
    Renderbuffer *Texture2D::getRenderbuffer(GLenum target)
    {
        if (target != GL_TEXTURE_2D)
        {
            return error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
        }
    
        if (mColorbufferProxy.get() == NULL)
        {
            mColorbufferProxy.set(new Renderbuffer(id(), new Colorbuffer(this, target)));
        }
    
        return mColorbufferProxy.get();
    }
    
    IDirect3DSurface9 *Texture2D::getRenderTarget(GLenum target)
    {
        ASSERT(target == GL_TEXTURE_2D);
    
        if (!mIsRenderable)
        {
            convertToRenderTarget();
        }
    
        if (mTexture == NULL)
        {
            return NULL;
        }
    
        updateTexture();
        
        IDirect3DSurface9 *renderTarget = NULL;
        mTexture->GetSurfaceLevel(0, &renderTarget);
    
        return renderTarget;
    }
    
    TextureCubeMap::TextureCubeMap(GLuint id) : Texture(id)
    {
        mTexture = NULL;
    }
    
    TextureCubeMap::~TextureCubeMap()
    {
        for (int i = 0; i < 6; i++)
        {
            mFaceProxies[i].set(NULL);
        }
    
        if (mTexture)
        {
            mTexture->Release();
            mTexture = NULL;
        }
    }
    
    GLenum TextureCubeMap::getTarget() const
    {
        return GL_TEXTURE_CUBE_MAP;
    }
    
    GLsizei TextureCubeMap::getWidth() const
    {
        return mImageArray[0][0].width;
    }
    
    GLsizei TextureCubeMap::getHeight() const
    {
        return mImageArray[0][0].height;
    }
    
    GLenum TextureCubeMap::getInternalFormat() const
    {
        return mImageArray[0][0].format;
    }
    
    GLenum TextureCubeMap::getType() const
    {
        return mImageArray[0][0].type;
    }
    
    D3DFORMAT TextureCubeMap::getD3DFormat() const
    {
        return mImageArray[0][0].getD3DFormat();
    }
    
    void TextureCubeMap::setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(0, level, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(1, level, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(2, level, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(3, level, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(4, level, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(5, level, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setCompressedImage(GLenum face, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
    {
        redefineTexture(faceIndex(face), level, format, width, height, GL_UNSIGNED_BYTE);
    
        Texture::setCompressedImage(imageSize, pixels, &mImageArray[faceIndex(face)][level]);
    }
    
    void TextureCubeMap::commitRect(GLenum faceTarget, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        int face = faceIndex(faceTarget);
        ASSERT(mImageArray[face][level].surface != NULL);
    
        if (level < levelCount())
        {
            IDirect3DSurface9 *destLevel = getCubeMapSurface(faceTarget, level);
            ASSERT(destLevel != NULL);
    
            if (destLevel != NULL)
            {
                Image *image = &mImageArray[face][level];
    
                RECT sourceRect = transformPixelRect(xoffset, yoffset, width, height, image->height);;
    
                POINT destPoint;
                destPoint.x = sourceRect.left;
                destPoint.y = sourceRect.top;
    
                HRESULT result = getDevice()->UpdateSurface(image->surface, &sourceRect, destLevel, &destPoint);
                ASSERT(SUCCEEDED(result));
    
                destLevel->Release();
    
                image->dirty = false;
            }
        }
    }
    
    void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        if (Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[faceIndex(target)][level]))
        {
            commitRect(target, level, xoffset, yoffset, width, height);
        }
    }
    
    void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
    {
        if (Texture::subImageCompressed(xoffset, yoffset, width, height, format, imageSize, pixels, &mImageArray[faceIndex(target)][level]))
        {
            commitRect(target, level, xoffset, yoffset, width, height);
        }
    }
    
    // Tests for GL texture object completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool TextureCubeMap::isComplete() const
    {
        int size = mImageArray[0][0].width;
    
        if (size <= 0)
        {
            return false;
        }
    
        bool mipmapping;
    
        switch (mMinFilter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
            mipmapping = false;
            break;
          case GL_NEAREST_MIPMAP_NEAREST:
          case GL_LINEAR_MIPMAP_NEAREST:
          case GL_NEAREST_MIPMAP_LINEAR:
          case GL_LINEAR_MIPMAP_LINEAR:
            mipmapping = true;
            break;
          default: UNREACHABLE();
        }
    
        for (int face = 0; face < 6; face++)
        {
            if (mImageArray[face][0].width != size || mImageArray[face][0].height != size)
            {
                return false;
            }
        }
    
        if ((getInternalFormat() == GL_FLOAT && !getContext()->supportsFloatLinearFilter()) ||
            (getInternalFormat() == GL_HALF_FLOAT_OES && !getContext()->supportsHalfFloatLinearFilter()))
        {
            if (mMagFilter != GL_NEAREST || (mMinFilter != GL_NEAREST && mMinFilter != GL_NEAREST_MIPMAP_NEAREST))
            {
                return false;
            }
        }
    
        bool npot = getContext()->supportsNonPower2Texture();
    
        if (!npot)
        {
            if ((getWrapS() != GL_CLAMP_TO_EDGE || getWrapT() != GL_CLAMP_TO_EDGE) && !isPow2(size))
            {
                return false;
            }
        }
    
        if (mipmapping)
        {
            if (!npot)
            {
                if (!isPow2(size))
                {
                    return false;
                }
            }
    
            int q = log2(size);
    
            for (int face = 0; face < 6; face++)
            {
                for (int level = 1; level <= q; level++)
                {
                    if (mImageArray[face][level].format != mImageArray[0][0].format)
                    {
                        return false;
                    }
    
                    if (mImageArray[face][level].type != mImageArray[0][0].type)
                    {
                        return false;
                    }
    
                    if (mImageArray[face][level].width != std::max(1, size >> level))
                    {
                        return false;
                    }
    
                    ASSERT(mImageArray[face][level].height == mImageArray[face][level].width);
                }
            }
        }
    
        return true;
    }
    
    bool TextureCubeMap::isCompressed() const
    {
        return IsCompressed(getInternalFormat());
    }
    
    IDirect3DBaseTexture9 *TextureCubeMap::getBaseTexture() const
    {
        return mTexture;
    }
    
    // Constructs a Direct3D 9 texture resource from the texture images, or returns an existing one
    void TextureCubeMap::createTexture()
    {
        IDirect3DDevice9 *device = getDevice();
        D3DFORMAT format = mImageArray[0][0].getD3DFormat();
        GLint levels = creationLevels(mImageArray[0][0].width, 0);
    
        IDirect3DCubeTexture9 *texture = NULL;
        HRESULT result = device->CreateCubeTexture(mImageArray[0][0].width, levels, 0, format, D3DPOOL_DEFAULT, &texture, NULL);
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            return error(GL_OUT_OF_MEMORY);
        }
    
        if (mTexture)
        {
            mTexture->Release();
        }
    
        mTexture = texture;
        mDirtyImage = true;
        mIsRenderable = false;
    }
    
    void TextureCubeMap::updateTexture()
    {
        IDirect3DDevice9 *device = getDevice();
    
        for (int face = 0; face < 6; face++)
        {
            int levels = levelCount();
            for (int level = 0; level < levels; level++)
            {
                Image *image = &mImageArray[face][level];
    
                if (image->surface && image->dirty)
                {
                    IDirect3DSurface9 *levelSurface = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, level);
                    ASSERT(levelSurface != NULL);
    
                    if (levelSurface != NULL)
                    {
                        HRESULT result = device->UpdateSurface(image->surface, NULL, levelSurface, NULL);
                        ASSERT(SUCCEEDED(result));
    
                        levelSurface->Release();
    
                        image->dirty = false;
                    }
                }
            }
        }
    }
    
    void TextureCubeMap::convertToRenderTarget()
    {
        IDirect3DCubeTexture9 *texture = NULL;
    
        if (mImageArray[0][0].width != 0)
        {
            egl::Display *display = getDisplay();
            IDirect3DDevice9 *device = getDevice();
            D3DFORMAT format = mImageArray[0][0].getD3DFormat();
            GLint levels = creationLevels(mImageArray[0][0].width, 0);
    
            HRESULT result = device->CreateCubeTexture(mImageArray[0][0].width, levels, D3DUSAGE_RENDERTARGET, format, D3DPOOL_DEFAULT, &texture, NULL);
    
            if (FAILED(result))
            {
                ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
                return error(GL_OUT_OF_MEMORY);
            }
    
            if (mTexture != NULL)
            {
                int levels = levelCount();
                for (int f = 0; f < 6; f++)
                {
                    for (int i = 0; i < levels; i++)
                    {
                        IDirect3DSurface9 *source;
                        result = mTexture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(f), i, &source);
    
                        if (FAILED(result))
                        {
                            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                            texture->Release();
    
                            return error(GL_OUT_OF_MEMORY);
                        }
    
                        IDirect3DSurface9 *dest;
                        result = texture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(f), i, &dest);
    
                        if (FAILED(result))
                        {
                            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                            texture->Release();
                            source->Release();
    
                            return error(GL_OUT_OF_MEMORY);
                        }
    
                        display->endScene();
                        result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
    
                        if (FAILED(result))
                        {
                            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                            texture->Release();
                            source->Release();
                            dest->Release();
    
                            return error(GL_OUT_OF_MEMORY);
                        }
    
                        source->Release();
                        dest->Release();
                    }
                }
            }
        }
    
        if (mTexture != NULL)
        {
            mTexture->Release();
        }
    
        mTexture = texture;
        mDirtyImage = true;
        mIsRenderable = true;
    }
    
    void TextureCubeMap::setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        redefineTexture(faceIndex, level, format, width, height, type);
    
        Texture::setImage(unpackAlignment, pixels, &mImageArray[faceIndex][level]);
    }
    
    unsigned int TextureCubeMap::faceIndex(GLenum face)
    {
        META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
    
        return face - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
    }
    
    void TextureCubeMap::redefineTexture(int face, GLint level, GLenum format, GLsizei width, GLsizei height, GLenum type)
    {
        GLsizei textureWidth = mImageArray[0][0].width;
        GLsizei textureHeight = mImageArray[0][0].height;
        GLenum textureFormat = mImageArray[0][0].format;
        GLenum textureType = mImageArray[0][0].type;
    
        mImageArray[face][level].width = width;
        mImageArray[face][level].height = height;
        mImageArray[face][level].format = format;
        mImageArray[face][level].type = type;
    
        if (!mTexture)
        {
            return;
        }
    
        bool sizeOkay = (textureWidth >> level == width);
        bool textureOkay = (sizeOkay && textureFormat == format && textureType == type);
    
        if (!textureOkay)   // Purge all the levels and the texture.
        {
            for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
            {
                for (int f = 0; f < 6; f++)
                {
                    if (mImageArray[f][i].surface != NULL)
                    {
                        mImageArray[f][i].surface->Release();
                        mImageArray[f][i].surface = NULL;
                        mImageArray[f][i].dirty = true;
                    }
                }
            }
    
            if (mTexture != NULL)
            {
                mTexture->Release();
                mTexture = NULL;
                mDirtyImage = true;
                mIsRenderable = false;
            }
        }
    }
    
    void TextureCubeMap::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        IDirect3DSurface9 *renderTarget = source->getRenderTarget();
    
        if (!renderTarget)
        {
            ERR("Failed to retrieve the render target.");
            return error(GL_OUT_OF_MEMORY);
        }
    
        unsigned int faceindex = faceIndex(target);
        redefineTexture(faceindex, level, format, width, height, GL_UNSIGNED_BYTE);
    
        if (!mImageArray[faceindex][level].isRenderable())
        {
            copyToImage(&mImageArray[faceindex][level], 0, 0, x, y, width, height, renderTarget);
        }
        else
        {
            if (!mTexture || !mIsRenderable)
            {
                convertToRenderTarget();
            }
            
            updateTexture();
    
            ASSERT(width == height);
    
            if (width > 0 && level < levelCount())
            {
                RECT sourceRect = transformPixelRect(x, y, width, height, source->getColorbuffer()->getHeight());
                sourceRect.left = clamp(sourceRect.left, 0, source->getColorbuffer()->getWidth());
                sourceRect.top = clamp(sourceRect.top, 0, source->getColorbuffer()->getHeight());
                sourceRect.right = clamp(sourceRect.right, 0, source->getColorbuffer()->getWidth());
                sourceRect.bottom = clamp(sourceRect.bottom, 0, source->getColorbuffer()->getHeight());
    
                GLint destYOffset = transformPixelYOffset(0, height, mImageArray[faceindex][level].width);
    
                IDirect3DSurface9 *dest = getCubeMapSurface(target, level);
    
                getBlitter()->copy(source->getRenderTarget(), sourceRect, format, 0, destYOffset, dest);
                dest->Release();
            }
        }
    }
    
    IDirect3DSurface9 *TextureCubeMap::getCubeMapSurface(GLenum face, unsigned int level)
    {
        if (mTexture == NULL)
        {
            UNREACHABLE();
            return NULL;
        }
    
        IDirect3DSurface9 *surface = NULL;
    
        HRESULT hr = mTexture->GetCubeMapSurface(es2dx::ConvertCubeFace(face), level, &surface);
    
        return (SUCCEEDED(hr)) ? surface : NULL;
    }
    
    void TextureCubeMap::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        GLsizei size = mImageArray[faceIndex(target)][level].width;
    
        if (xoffset + width > size || yoffset + height > size)
        {
            return error(GL_INVALID_VALUE);
        }
    
        IDirect3DSurface9 *renderTarget = source->getRenderTarget();
    
        if (!renderTarget)
        {
            ERR("Failed to retrieve the render target.");
            return error(GL_OUT_OF_MEMORY);
        }
    
        unsigned int faceindex = faceIndex(target);
        redefineTexture(faceindex, level, mImageArray[faceindex][level].format, mImageArray[faceindex][level].width, mImageArray[faceindex][level].height, GL_UNSIGNED_BYTE);
       
        if (!mImageArray[faceindex][level].isRenderable() || (!mTexture && !isComplete()))
        {
            copyToImage(&mImageArray[faceindex][level], 0, 0, x, y, width, height, renderTarget);
        }
        else
        {
            if (!mTexture || !mIsRenderable)
            {
                convertToRenderTarget();
            }
            
            updateTexture();
    
            if (level < levelCount())
            {
                RECT sourceRect = transformPixelRect(x, y, width, height, source->getColorbuffer()->getHeight());
                sourceRect.left = clamp(sourceRect.left, 0, source->getColorbuffer()->getWidth());
                sourceRect.top = clamp(sourceRect.top, 0, source->getColorbuffer()->getHeight());
                sourceRect.right = clamp(sourceRect.right, 0, source->getColorbuffer()->getWidth());
                sourceRect.bottom = clamp(sourceRect.bottom, 0, source->getColorbuffer()->getHeight());
    
                GLint destYOffset = transformPixelYOffset(yoffset, height, mImageArray[faceindex][level].width);
    
                IDirect3DSurface9 *dest = getCubeMapSurface(target, level);
    
                getBlitter()->copy(source->getRenderTarget(), sourceRect, mImageArray[0][0].format, xoffset, destYOffset, dest);
                dest->Release();
            }
        }
    }
    
    bool TextureCubeMap::isCubeComplete() const
    {
        if (mImageArray[0][0].width == 0)
        {
            return false;
        }
    
        for (unsigned int f = 1; f < 6; f++)
        {
            if (mImageArray[f][0].width != mImageArray[0][0].width
                || mImageArray[f][0].format != mImageArray[0][0].format)
            {
                return false;
            }
        }
    
        return true;
    }
    
    void TextureCubeMap::generateMipmaps()
    {
        if (!isCubeComplete())
        {
            return error(GL_INVALID_OPERATION);
        }
    
        if (!getContext()->supportsNonPower2Texture())
        {
            if (!isPow2(mImageArray[0][0].width))
            {
                return error(GL_INVALID_OPERATION);
            }
        }
    
        // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
        unsigned int q = log2(mImageArray[0][0].width);
        for (unsigned int f = 0; f < 6; f++)
        {
            for (unsigned int i = 1; i <= q; i++)
            {
                if (mImageArray[f][i].surface != NULL)
                {
                    mImageArray[f][i].surface->Release();
                    mImageArray[f][i].surface = NULL;
                }
    
                mImageArray[f][i].width = std::max(mImageArray[f][0].width >> i, 1);
                mImageArray[f][i].height = mImageArray[f][i].width;
                mImageArray[f][i].format = mImageArray[f][0].format;
                mImageArray[f][i].type = mImageArray[f][0].type;
            }
        }
    
        if (mIsRenderable)
        {
            if (mTexture == NULL)
            {
                return;
            }
    
            for (unsigned int f = 0; f < 6; f++)
            {
                for (unsigned int i = 1; i <= q; i++)
                {
                    IDirect3DSurface9 *upper = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i-1);
                    IDirect3DSurface9 *lower = getCubeMapSurface(GL_TEXTURE_CUBE_MAP_POSITIVE_X + f, i);
    
                    if (upper != NULL && lower != NULL)
                    {
                        getBlitter()->boxFilter(upper, lower);
                    }
    
                    if (upper != NULL) upper->Release();
                    if (lower != NULL) lower->Release();
    
                    mImageArray[f][i].dirty = false;
                }
            }
        }
        else
        {
            for (unsigned int f = 0; f < 6; f++)
            {
                for (unsigned int i = 1; i <= q; i++)
                {
                    createSurface(&mImageArray[f][i]);
                    if (mImageArray[f][i].surface == NULL)
                    {
                        return error(GL_OUT_OF_MEMORY);
                    }
    
                    if (FAILED(D3DXLoadSurfaceFromSurface(mImageArray[f][i].surface, NULL, NULL, mImageArray[f][i - 1].surface, NULL, NULL, D3DX_FILTER_BOX, 0)))
                    {
                        ERR(" failed to load filter %d to %d.", i - 1, i);
                    }
    
                    mImageArray[f][i].dirty = true;
                }
            }
        }
    }
    
    Renderbuffer *TextureCubeMap::getRenderbuffer(GLenum target)
    {
        if (!IsCubemapTextureTarget(target))
        {
            return error(GL_INVALID_OPERATION, (Renderbuffer *)NULL);
        }
    
        unsigned int face = faceIndex(target);
    
        if (mFaceProxies[face].get() == NULL)
        {
            mFaceProxies[face].set(new Renderbuffer(id(), new Colorbuffer(this, target)));
        }
    
        return mFaceProxies[face].get();
    }
    
    IDirect3DSurface9 *TextureCubeMap::getRenderTarget(GLenum target)
    {
        ASSERT(IsCubemapTextureTarget(target));
    
        if (!mIsRenderable)
        {
            convertToRenderTarget();
        }
    
        if (mTexture == NULL)
        {
            return NULL;
        }
    
        updateTexture();
        
        IDirect3DSurface9 *renderTarget = NULL;
        mTexture->GetCubeMapSurface(es2dx::ConvertCubeFace(target), 0, &renderTarget);
    
        return renderTarget;
    }
    
    }