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

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  • Author : Brandon Jones
    Date : 2014-07-25 16:22:09
    Hash : 6053a52e
    Message : Moved some validation back to Texture, unified all TextureImpl variants BUG=angle:688 Change-Id: Ie2df18277c84345fceaa31d4f63f5cbbb47540c6 Reviewed-on: https://chromium-review.googlesource.com/211387 Reviewed-by: Geoff Lang <geofflang@chromium.org> Tested-by: Brandon Jones <bajones@chromium.org>

  • src/libGLESv2/Texture.cpp
  • #include "precompiled.h"
    //
    // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Texture.cpp: Implements the gl::Texture class and its derived classes
    // Texture2D and TextureCubeMap. Implements GL texture objects and related
    // functionality. [OpenGL ES 2.0.24] section 3.7 page 63.
    
    #include "libGLESv2/Texture.h"
    
    #include "libGLESv2/main.h"
    #include "common/mathutil.h"
    #include "common/utilities.h"
    #include "libGLESv2/Context.h"
    #include "libGLESv2/formatutils.h"
    #include "libGLESv2/Renderbuffer.h"
    #include "libGLESv2/renderer/Image.h"
    #include "libGLESv2/renderer/d3d/TextureStorage.h"
    #include "libEGL/Surface.h"
    #include "libGLESv2/renderer/RenderTarget.h"
    
    namespace gl
    {
    
    bool IsMipmapFiltered(const gl::SamplerState &samplerState)
    {
        switch (samplerState.minFilter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
            return false;
          case GL_NEAREST_MIPMAP_NEAREST:
          case GL_LINEAR_MIPMAP_NEAREST:
          case GL_NEAREST_MIPMAP_LINEAR:
          case GL_LINEAR_MIPMAP_LINEAR:
            return true;
          default: UNREACHABLE();
            return false;
        }
    }
    
    bool IsPointSampled(const gl::SamplerState &samplerState)
    {
        return (samplerState.magFilter == GL_NEAREST && (samplerState.minFilter == GL_NEAREST || samplerState.minFilter == GL_NEAREST_MIPMAP_NEAREST));
    }
    
    Texture::Texture(rx::TextureImpl *impl, GLuint id, GLenum target)
        : RefCountObject(id),
          mTexture(impl),
          mUsage(GL_NONE),
          mImmutable(false),
          mTarget(target)
    {
    }
    
    Texture::~Texture()
    {
        SafeDelete(mTexture);
    }
    
    GLenum Texture::getTarget() const
    {
        return mTarget;
    }
    
    void Texture::setUsage(GLenum usage)
    {
        mUsage = usage;
        getImplementation()->setUsage(usage);
    }
    
    void Texture::getSamplerStateWithNativeOffset(SamplerState *sampler)
    {
        *sampler = mSamplerState;
    
        // Offset the effective base level by the texture storage's top level
        rx::TextureStorageInterface *texture = getNativeTexture();
        int topLevel = texture ? texture->getTopLevel() : 0;
        sampler->baseLevel = topLevel + mSamplerState.baseLevel;
    }
    
    GLenum Texture::getUsage() const
    {
        return mUsage;
    }
    
    GLint Texture::getBaseLevelWidth() const
    {
        const rx::Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getWidth() : 0);
    }
    
    GLint Texture::getBaseLevelHeight() const
    {
        const rx::Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getHeight() : 0);
    }
    
    GLint Texture::getBaseLevelDepth() const
    {
        const rx::Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getDepth() : 0);
    }
    
    // Note: "base level image" is loosely defined to be any image from the base level,
    // where in the base of 2D array textures and cube maps there are several. Don't use
    // the base level image for anything except querying texture format and size.
    GLenum Texture::getBaseLevelInternalFormat() const
    {
        const rx::Image *baseImage = getBaseLevelImage();
        return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
    }
    
    rx::TextureStorageInterface *Texture::getNativeTexture()
    {
        return getImplementation()->getNativeTexture();
    }
    
    void Texture::generateMipmaps()
    {
        getImplementation()->generateMipmaps();
    }
    
    void Texture::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        getImplementation()->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source);
    }
    
    unsigned int Texture::getTextureSerial()
    {
        rx::TextureStorageInterface *texture = getNativeTexture();
        return texture ? texture->getTextureSerial() : 0;
    }
    
    bool Texture::isImmutable() const
    {
        return mImmutable;
    }
    
    int Texture::immutableLevelCount()
    {
        return (mImmutable ? getNativeTexture()->getStorageInstance()->getLevelCount() : 0);
    }
    
    int Texture::mipLevels() const
    {
        return log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
    }
    
    const rx::Image *Texture::getBaseLevelImage() const
    {
        return (getImplementation()->getLayerCount(0) > 0 ? getImplementation()->getImage(0, 0) : NULL);
    }
    
    Texture2D::Texture2D(rx::TextureImpl *impl, GLuint id)
        : Texture(impl, id, GL_TEXTURE_2D)
    {
        mSurface = NULL;
    }
    
    Texture2D::~Texture2D()
    {
        if (mSurface)
        {
            mSurface->setBoundTexture(NULL);
            mSurface = NULL;
        }
    }
    
    GLsizei Texture2D::getWidth(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(level, 0)->getWidth();
        else
            return 0;
    }
    
    GLsizei Texture2D::getHeight(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(level, 0)->getHeight();
        else
            return 0;
    }
    
    GLenum Texture2D::getInternalFormat(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(level, 0)->getInternalFormat();
        else
            return GL_NONE;
    }
    
    GLenum Texture2D::getActualFormat(GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(level, 0)->getActualFormat();
        else
            return GL_NONE;
    }
    
    void Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        releaseTexImage();
    
        mTexture->setImage(GL_TEXTURE_2D, level, width, height, 1, internalFormat, format, type, unpack, pixels);
    }
    
    void Texture2D::bindTexImage(egl::Surface *surface)
    {
        releaseTexImage();
    
        mTexture->bindTexImage(surface);
    
        mSurface = surface;
        mSurface->setBoundTexture(this);
    }
    
    void Texture2D::releaseTexImage()
    {
        if (mSurface)
        {
            mSurface->setBoundTexture(NULL);
            mSurface = NULL;
    
            mTexture->releaseTexImage();
        }
    }
    
    void Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
    {
        releaseTexImage();
    
        mTexture->setCompressedImage(GL_TEXTURE_2D, level, format, width, height, 1, imageSize, pixels);
    }
    
    void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->subImage(GL_TEXTURE_2D, level, xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels);
    }
    
    void Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
    {
        mTexture->subImageCompressed(GL_TEXTURE_2D, level, xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels);
    }
    
    void Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        releaseTexImage();
    
        mTexture->copyImage(GL_TEXTURE_2D, level, format, x, y, width, height, source);
    }
    
    void Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
    {
        mImmutable = true;
    
        mTexture->storage(GL_TEXTURE_2D, levels, internalformat, width, height, 1);
    }
    
    // Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85.
    bool Texture2D::isSamplerComplete(const SamplerState &samplerState, const TextureCapsMap &textureCaps, const Extensions &extensions, int clientVersion) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
    
        if (width <= 0 || height <= 0)
        {
            return false;
        }
    
        if (!textureCaps.get(getInternalFormat(0)).filterable && !IsPointSampled(samplerState))
        {
            return false;
        }
    
        bool npotSupport = extensions.textureNPOT;
    
        if (!npotSupport)
        {
            if ((samplerState.wrapS != GL_CLAMP_TO_EDGE && !gl::isPow2(width)) ||
                (samplerState.wrapT != GL_CLAMP_TO_EDGE && !gl::isPow2(height)))
            {
                return false;
            }
        }
    
        if (IsMipmapFiltered(samplerState))
        {
            if (!npotSupport)
            {
                if (!gl::isPow2(width) || !gl::isPow2(height))
                {
                    return false;
                }
            }
    
            if (!isMipmapComplete())
            {
                return false;
            }
        }
    
        // OpenGLES 3.0.2 spec section 3.8.13 states that a texture is not mipmap complete if:
        // The internalformat specified for the texture arrays is a sized internal depth or
        // depth and stencil format (see table 3.13), the value of TEXTURE_COMPARE_-
        // MODE is NONE, and either the magnification filter is not NEAREST or the mini-
        // fication filter is neither NEAREST nor NEAREST_MIPMAP_NEAREST.
        const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(getInternalFormat(0));
        if (formatInfo.depthBits > 0 && clientVersion > 2)
        {
            if (samplerState.compareMode == GL_NONE)
            {
                if ((samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST) ||
                    samplerState.magFilter != GL_NEAREST)
                {
                    return false;
                }
            }
        }
    
        return true;
    }
    
    bool Texture2D::isCompressed(GLint level) const
    {
        return GetInternalFormatInfo(getInternalFormat(level)).compressed;
    }
    
    bool Texture2D::isDepth(GLint level) const
    {
        return GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
    }
    
    void Texture2D::generateMipmaps()
    {
        releaseTexImage();
    
        mTexture->generateMipmaps();
    }
    
    unsigned int Texture2D::getRenderTargetSerial(GLint level)
    {
        return mTexture->getRenderTargetSerial(level, 0);
    }
    
    rx::RenderTarget *Texture2D::getRenderTarget(GLint level)
    {
        return mTexture->getRenderTarget(level, 0);
    }
    
    rx::RenderTarget *Texture2D::getDepthStencil(GLint level)
    {
        return mTexture->getDepthStencil(level, 0);
    }
    
    // Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool Texture2D::isMipmapComplete() const
    {
        int levelCount = mipLevels();
    
        for (int level = 0; level < levelCount; level++)
        {
            if (!isLevelComplete(level))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool Texture2D::isLevelComplete(int level) const
    {
        if (isImmutable())
        {
            return true;
        }
    
        const rx::Image *baseImage = getBaseLevelImage();
    
        GLsizei width = baseImage->getWidth();
        GLsizei height = baseImage->getHeight();
    
        if (width <= 0 || height <= 0)
        {
            return false;
        }
    
        // The base image level is complete if the width and height are positive
        if (level == 0)
        {
            return true;
        }
    
        ASSERT(level >= 1 && level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getImage(level, 0) != NULL);
        rx::Image *image = mTexture->getImage(level, 0);
    
        if (image->getInternalFormat() != baseImage->getInternalFormat())
        {
            return false;
        }
    
        if (image->getWidth() != std::max(1, width >> level))
        {
            return false;
        }
    
        if (image->getHeight() != std::max(1, height >> level))
        {
            return false;
        }
    
        return true;
    }
    
    TextureCubeMap::TextureCubeMap(rx::TextureImpl *impl, GLuint id)
        : Texture(impl, id, GL_TEXTURE_CUBE_MAP)
    {
    }
    
    TextureCubeMap::~TextureCubeMap()
    {
    }
    
    GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(level, targetToLayerIndex(target))->getWidth();
        else
            return 0;
    }
    
    GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(level, targetToLayerIndex(target))->getHeight();
        else
            return 0;
    }
    
    GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(level, targetToLayerIndex(target))->getInternalFormat();
        else
            return GL_NONE;
    }
    
    GLenum TextureCubeMap::getActualFormat(GLenum target, GLint level) const
    {
        if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
            return mTexture->getImage(level, targetToLayerIndex(target))->getActualFormat();
        else
            return GL_NONE;
    }
    
    void TextureCubeMap::setImagePosX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(GL_TEXTURE_CUBE_MAP_POSITIVE_X, level, width, height, 1, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImageNegX(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, level, width, height, 1, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImagePosY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, level, width, height, 1, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImageNegY(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, level, width, height, 1, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImagePosZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, level, width, height, 1, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setImageNegZ(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, level, width, height, 1, internalFormat, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
    {
        mTexture->setCompressedImage(target, level, format, width, height, 1, imageSize, pixels);
    }
    
    void TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->subImage(target, level, xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels);
    }
    
    void TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
    {
        mTexture->subImageCompressed(target, level, xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels);
    }
    
    // Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool TextureCubeMap::isCubeComplete() const
    {
        int    baseWidth  = getBaseLevelWidth();
        int    baseHeight = getBaseLevelHeight();
        GLenum baseFormat = getBaseLevelInternalFormat();
    
        if (baseWidth <= 0 || baseWidth != baseHeight)
        {
            return false;
        }
    
        for (int faceIndex = 1; faceIndex < 6; faceIndex++)
        {
            const rx::Image *faceBaseImage = mTexture->getImage(0, faceIndex);
    
            if (faceBaseImage->getWidth()          != baseWidth  ||
                faceBaseImage->getHeight()         != baseHeight ||
                faceBaseImage->getInternalFormat() != baseFormat )
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool TextureCubeMap::isCompressed(GLenum target, GLint level) const
    {
        return GetInternalFormatInfo(getInternalFormat(target, level)).compressed;
    }
    
    bool TextureCubeMap::isDepth(GLenum target, GLint level) const
    {
        return GetInternalFormatInfo(getInternalFormat(target, level)).depthBits > 0;
    }
    
    void TextureCubeMap::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
    {
        mTexture->copyImage(target, level, format, x, y, width, height, source);
    }
    
    void TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size)
    {
        mImmutable = true;
    
        mTexture->storage(GL_TEXTURE_CUBE_MAP, levels, internalformat, size, size, 1);
    }
    
    // Tests for texture sampling completeness
    bool TextureCubeMap::isSamplerComplete(const SamplerState &samplerState, const TextureCapsMap &textureCaps, const Extensions &extensions, int clientVersion) const
    {
        int size = getBaseLevelWidth();
    
        bool mipmapping = IsMipmapFiltered(samplerState);
    
        if (!textureCaps.get(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0)).filterable && !IsPointSampled(samplerState))
        {
            return false;
        }
    
        if (!gl::isPow2(size) && !extensions.textureNPOT)
        {
            if (samplerState.wrapS != GL_CLAMP_TO_EDGE || samplerState.wrapT != GL_CLAMP_TO_EDGE || mipmapping)
            {
                return false;
            }
        }
    
        if (!mipmapping)
        {
            if (!isCubeComplete())
            {
                return false;
            }
        }
        else
        {
            if (!isMipmapComplete())   // Also tests for isCubeComplete()
            {
                return false;
            }
        }
    
        return true;
    }
    
    unsigned int TextureCubeMap::getRenderTargetSerial(GLenum target, GLint level)
    {
        return mTexture->getRenderTargetSerial(level, targetToLayerIndex(target));
    }
    
    int TextureCubeMap::targetToLayerIndex(GLenum target)
    {
        META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
    
        return target - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
    }
    
    GLenum TextureCubeMap::layerIndexToTarget(GLint layer)
    {
        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 GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
    }
    
    rx::RenderTarget *TextureCubeMap::getRenderTarget(GLenum target, GLint level)
    {
        return mTexture->getRenderTarget(level, targetToLayerIndex(target));
    }
    
    rx::RenderTarget *TextureCubeMap::getDepthStencil(GLenum target, GLint level)
    {
        return mTexture->getDepthStencil(level, targetToLayerIndex(target));
    }
    
    bool TextureCubeMap::isMipmapComplete() const
    {
        if (isImmutable())
        {
            return true;
        }
    
        if (!isCubeComplete())
        {
            return false;
        }
    
        int levelCount = mipLevels();
    
        for (int face = 0; face < 6; face++)
        {
            for (int level = 1; level < levelCount; level++)
            {
                if (!isFaceLevelComplete(face, level))
                {
                    return false;
                }
            }
        }
    
        return true;
    }
    
    bool TextureCubeMap::isFaceLevelComplete(int faceIndex, int level) const
    {
        ASSERT(level >= 0 && faceIndex < 6 && level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getImage(level, faceIndex) != NULL);
    
        if (isImmutable())
        {
            return true;
        }
    
        int baseSize = getBaseLevelWidth();
    
        if (baseSize <= 0)
        {
            return false;
        }
    
        // "isCubeComplete" checks for base level completeness and we must call that
        // to determine if any face at level 0 is complete. We omit that check here
        // to avoid re-checking cube-completeness for every face at level 0.
        if (level == 0)
        {
            return true;
        }
    
        // Check that non-zero levels are consistent with the base level.
        const rx::Image *faceLevelImage = mTexture->getImage(level, faceIndex);
    
        if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat())
        {
            return false;
        }
    
        if (faceLevelImage->getWidth() != std::max(1, baseSize >> level))
        {
            return false;
        }
    
        return true;
    }
    
    
    Texture3D::Texture3D(rx::TextureImpl *impl, GLuint id)
        : Texture(impl, id, GL_TEXTURE_3D)
    {
    }
    
    Texture3D::~Texture3D()
    {
    }
    
    GLsizei Texture3D::getWidth(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getWidth() : 0;
    }
    
    GLsizei Texture3D::getHeight(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getHeight() : 0;
    }
    
    GLsizei Texture3D::getDepth(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getDepth() : 0;
    }
    
    GLenum Texture3D::getInternalFormat(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getInternalFormat() : GL_NONE;
    }
    
    GLenum Texture3D::getActualFormat(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getActualFormat() : GL_NONE;
    }
    
    bool Texture3D::isCompressed(GLint level) const
    {
        return GetInternalFormatInfo(getInternalFormat(level)).compressed;
    }
    
    bool Texture3D::isDepth(GLint level) const
    {
        return GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
    }
    
    void Texture3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(GL_TEXTURE_3D, level, width, height, depth, internalFormat, format, type, unpack, pixels);
    }
    
    void Texture3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
    {
        mTexture->setCompressedImage(GL_TEXTURE_3D, level, format, width, height, depth, imageSize, pixels);
    }
    
    void Texture3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->subImage(GL_TEXTURE_3D, level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels);
    }
    
    void Texture3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
    {
        mTexture->subImageCompressed(GL_TEXTURE_3D, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels);
    }
    
    void Texture3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
    {
        mImmutable = true;
    
        mTexture->storage(GL_TEXTURE_3D, levels, internalformat, width, height, depth);
    }
    
    bool Texture3D::isSamplerComplete(const SamplerState &samplerState, const TextureCapsMap &textureCaps, const Extensions &extensions, int clientVersion) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei depth = getBaseLevelDepth();
    
        if (width <= 0 || height <= 0 || depth <= 0)
        {
            return false;
        }
    
        if (!textureCaps.get(getInternalFormat(0)).filterable && !IsPointSampled(samplerState))
        {
            return false;
        }
    
        if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
        {
            return false;
        }
    
        return true;
    }
    
    unsigned int Texture3D::getRenderTargetSerial(GLint level, GLint layer)
    {
        return mTexture->getRenderTargetSerial(level, layer);
    }
    
    
    rx::RenderTarget *Texture3D::getRenderTarget(GLint level, GLint layer)
    {
        return mTexture->getRenderTarget(level, layer);
    }
    
    rx::RenderTarget *Texture3D::getDepthStencil(GLint level, GLint layer)
    {
        return mTexture->getDepthStencil(level, layer);
    }
    
    bool Texture3D::isMipmapComplete() const
    {
        int levelCount = mipLevels();
    
        for (int level = 0; level < levelCount; level++)
        {
            if (!isLevelComplete(level))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool Texture3D::isLevelComplete(int level) const
    {
        ASSERT(level >= 0 && level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getImage(level, 0) != NULL);
    
        if (isImmutable())
        {
            return true;
        }
    
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei depth = getBaseLevelDepth();
    
        if (width <= 0 || height <= 0 || depth <= 0)
        {
            return false;
        }
    
        if (level == 0)
        {
            return true;
        }
    
        rx::Image *levelImage = mTexture->getImage(level, 0);
    
        if (levelImage->getInternalFormat() != getBaseLevelInternalFormat())
        {
            return false;
        }
    
        if (levelImage->getWidth() != std::max(1, width >> level))
        {
            return false;
        }
    
        if (levelImage->getHeight() != std::max(1, height >> level))
        {
            return false;
        }
    
        if (levelImage->getDepth() != std::max(1, depth >> level))
        {
            return false;
        }
    
        return true;
    }
    
    Texture2DArray::Texture2DArray(rx::TextureImpl *impl, GLuint id)
        : Texture(impl, id, GL_TEXTURE_2D_ARRAY)
    {
    }
    
    Texture2DArray::~Texture2DArray()
    {
    }
    
    GLsizei Texture2DArray::getWidth(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getWidth() : 0;
    }
    
    GLsizei Texture2DArray::getHeight(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getHeight() : 0;
    }
    
    GLsizei Texture2DArray::getLayers(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getLayerCount(level) : 0;
    }
    
    GLenum Texture2DArray::getInternalFormat(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getInternalFormat() : GL_NONE;
    }
    
    GLenum Texture2DArray::getActualFormat(GLint level) const
    {
        return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getActualFormat() : GL_NONE;
    }
    
    bool Texture2DArray::isCompressed(GLint level) const
    {
        return GetInternalFormatInfo(getInternalFormat(level)).compressed;
    }
    
    bool Texture2DArray::isDepth(GLint level) const
    {
        return GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
    }
    
    void Texture2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->setImage(GL_TEXTURE_2D_ARRAY, level, width, height, depth, internalFormat, format, type, unpack, pixels);
    }
    
    void Texture2DArray::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
    {
        mTexture->setCompressedImage(GL_TEXTURE_2D_ARRAY, level, format, width, height, depth, imageSize, pixels);
    }
    
    void Texture2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
    {
        mTexture->subImage(GL_TEXTURE_2D_ARRAY, level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels);
    }
    
    void Texture2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
    {
        mTexture->subImageCompressed(GL_TEXTURE_2D_ARRAY, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels);
    }
    
    void Texture2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
    {
        mImmutable = true;
    
        mTexture->storage(GL_TEXTURE_2D_ARRAY, levels, internalformat, width, height, depth);
    }
    
    bool Texture2DArray::isSamplerComplete(const SamplerState &samplerState, const TextureCapsMap &textureCaps, const Extensions &extensions, int clientVersion) const
    {
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei depth = getLayers(0);
    
        if (width <= 0 || height <= 0 || depth <= 0)
        {
            return false;
        }
    
        if (!textureCaps.get(getBaseLevelInternalFormat()).filterable && !IsPointSampled(samplerState))
        {
            return false;
        }
    
        if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
        {
            return false;
        }
    
        return true;
    }
    
    unsigned int Texture2DArray::getRenderTargetSerial(GLint level, GLint layer)
    {
        return mTexture->getRenderTargetSerial(level, layer);
    }
    
    rx::RenderTarget *Texture2DArray::getRenderTarget(GLint level, GLint layer)
    {
        return mTexture->getRenderTarget(level, layer);
    }
    
    rx::RenderTarget *Texture2DArray::getDepthStencil(GLint level, GLint layer)
    {
        return mTexture->getDepthStencil(level, layer);
    }
    
    bool Texture2DArray::isMipmapComplete() const
    {
        int levelCount = mipLevels();
    
        for (int level = 1; level < levelCount; level++)
        {
            if (!isLevelComplete(level))
            {
                return false;
            }
        }
    
        return true;
    }
    
    bool Texture2DArray::isLevelComplete(int level) const
    {
        ASSERT(level >= 0 && level < IMPLEMENTATION_MAX_TEXTURE_LEVELS);
    
        if (isImmutable())
        {
            return true;
        }
    
        GLsizei width = getBaseLevelWidth();
        GLsizei height = getBaseLevelHeight();
        GLsizei layers = getLayers(0);
    
        if (width <= 0 || height <= 0 || layers <= 0)
        {
            return false;
        }
    
        if (level == 0)
        {
            return true;
        }
    
        if (getInternalFormat(level) != getInternalFormat(0))
        {
            return false;
        }
    
        if (getWidth(level) != std::max(1, width >> level))
        {
            return false;
        }
    
        if (getHeight(level) != std::max(1, height >> level))
        {
            return false;
        }
    
        if (getLayers(level) != layers)
        {
            return false;
        }
    
        return true;
    }
    
    }