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

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  • Author : alokp@chromium.org
    Date : 2010-03-22 19:33:14
    Hash : ea0e1af4
    Message : Minor reshuffling of directory structure in preparation of ESSL to GLSL compiler work. 1. Added include/GLSLANG which includes compiler API 2. Deleted src/include and moved the header files to the same directory as the corresponding source files 3. Modied include path to be relative to src/. I have only fixed paths for files I moved. We should fix it for all new files at least. It is much easier to see where an included file is coming from. I noticed that a few libGLESv2 source files include headers from libEGL project, which seems wrong. I think we should address this issue. Next step: move compiler source files to compiler/frontend and create two new projects compiler/glsl_backend and compiler/hlsl_backend. Review URL: http://codereview.appspot.com/662042 git-svn-id: https://angleproject.googlecode.com/svn/trunk@62 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Texture.cpp
  • //
    // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Texture.cpp: Implements the gl::Texture class and its derived classes
    // Texture2D and TextureCubeMap. Implements GL texture objects and related
    // functionality. [OpenGL ES 2.0.24] section 3.7 page 63.
    
    #include "Texture.h"
    
    #include <algorithm>
    
    #include "main.h"
    #include "mathutil.h"
    #include "common/debug.h"
    #include "utilities.h"
    
    namespace gl
    {
    
    Texture::Image::Image()
      : dirty(false), surface(NULL)
    {
    }
    
    Texture::Image::~Image()
    {
      if (surface) surface->Release();
    }
    
    Texture::Texture() : Colorbuffer(0)
    {
        mMinFilter = GL_NEAREST_MIPMAP_LINEAR;
        mMagFilter = GL_LINEAR;
        mWrapS = GL_REPEAT;
        mWrapT = GL_REPEAT;
    
        mDirtyMetaData = true;
    }
    
    Texture::~Texture()
    {
    }
    
    // Returns true on successful filter state update (valid enum parameter)
    bool Texture::setMinFilter(GLenum filter)
    {
        switch (filter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
          case GL_NEAREST_MIPMAP_NEAREST:
          case GL_LINEAR_MIPMAP_NEAREST:
          case GL_NEAREST_MIPMAP_LINEAR:
          case GL_LINEAR_MIPMAP_LINEAR:
            mMinFilter = filter;
            return true;
          default:
            return false;
        }
    }
    
    // Returns true on successful filter state update (valid enum parameter)
    bool Texture::setMagFilter(GLenum filter)
    {
        switch (filter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
            mMagFilter = filter;
            return true;
          default:
            return false;
        }
    }
    
    // Returns true on successful wrap state update (valid enum parameter)
    bool Texture::setWrapS(GLenum wrap)
    {
        switch (wrap)
        {
          case GL_REPEAT:
          case GL_CLAMP_TO_EDGE:
          case GL_MIRRORED_REPEAT:
            mWrapS = wrap;
            return true;
          default:
            return false;
        }
    }
    
    // Returns true on successful wrap state update (valid enum parameter)
    bool Texture::setWrapT(GLenum wrap)
    {
        switch (wrap)
        {
          case GL_REPEAT:
          case GL_CLAMP_TO_EDGE:
          case GL_MIRRORED_REPEAT:
            mWrapT = wrap;
            return true;
          default:
            return false;
        }
    }
    
    GLenum Texture::getMinFilter() const
    {
        return mMinFilter;
    }
    
    GLenum Texture::getMagFilter() const
    {
        return mMagFilter;
    }
    
    GLenum Texture::getWrapS() const
    {
        return mWrapS;
    }
    
    GLenum Texture::getWrapT() const
    {
        return mWrapT;
    }
    
    // Selects an internal Direct3D 9 format for storing an Image
    D3DFORMAT Texture::selectFormat(GLenum format)
    {
        return D3DFMT_A8R8G8B8;
    }
    
    // Returns the size, in bytes, of a single texel in an Image
    int Texture::pixelSize(GLenum format, GLenum type)
    {
        switch (type)
        {
          case GL_UNSIGNED_BYTE:
            switch (format)
            {
              case GL_ALPHA:           return sizeof(unsigned char);
              case GL_LUMINANCE:       return sizeof(unsigned char);
              case GL_LUMINANCE_ALPHA: return sizeof(unsigned char) * 2;
              case GL_RGB:             return sizeof(unsigned char) * 3;
              case GL_RGBA:            return sizeof(unsigned char) * 4;
              default: UNREACHABLE();
            }
            break;
          case GL_UNSIGNED_SHORT_4_4_4_4:
          case GL_UNSIGNED_SHORT_5_5_5_1:
          case GL_UNSIGNED_SHORT_5_6_5:
            return sizeof(unsigned short);
          default: UNREACHABLE();
        }
    
        return 0;
    }
    
    int Texture::imagePitch(const Image &img) const
    {
        return img.width * 4;
    }
    
    GLsizei Texture::computePitch(GLsizei width, GLenum format, GLenum type, GLint alignment) const
    {
        ASSERT(alignment > 0 && isPow2(alignment));
    
        GLsizei rawPitch = pixelSize(format, type) * width;
        return (rawPitch + alignment - 1) & ~(alignment - 1);
    }
    
    // Store the pixel rectangle designated by xoffset,yoffset,width,height with pixels stored as format/type at input
    // into the BGRA8 pixel rectangle at output with outputPitch bytes in between each line.
    void Texture::loadImageData(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type,
                                GLint unpackAlignment, const void *input, size_t outputPitch, void *output) const
    {
        GLsizei inputPitch = computePitch(width, format, type, unpackAlignment);
    
        for (int y = 0; y < height; y++)
        {
            const unsigned char *source = static_cast<const unsigned char*>(input) + y * inputPitch;
            const unsigned short *source16 = reinterpret_cast<const unsigned short*>(source);
            unsigned char *dest = static_cast<unsigned char*>(output) + (y + yoffset) * outputPitch + xoffset * 4;
    
            for (int x = 0; x < width; x++)
            {
                unsigned char r;
                unsigned char g;
                unsigned char b;
                unsigned char a;
    
                switch (format)
                {
                  case GL_ALPHA:
                    a = source[x];
                    r = 0;
                    g = 0;
                    b = 0;
                    break;
    
                  case GL_LUMINANCE:
                    r = source[x];
                    g = source[x];
                    b = source[x];
                    a = 0xFF;
                    break;
    
                  case GL_LUMINANCE_ALPHA:
                    r = source[2*x+0];
                    g = source[2*x+0];
                    b = source[2*x+0];
                    a = source[2*x+1];
                    break;
    
                  case GL_RGB:
                    switch (type)
                    {
                      case GL_UNSIGNED_BYTE:
                        r = source[x * 3 + 0];
                        b = source[x * 3 + 1];
                        g = source[x * 3 + 2];
                        a = 0xFF;
                        break;
    
                      case GL_UNSIGNED_SHORT_5_6_5:
                        {
                            unsigned short rgba = source16[x];
    
                            a = 0xFF;
                            b = ((rgba & 0x001F) << 3) | ((rgba & 0x001F) >> 2);
                            g = ((rgba & 0x07E0) >> 3) | ((rgba & 0x07E0) >> 9);
                            r = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13);
                        }
                        break;
    
                      default: UNREACHABLE();
                    }
                    break;
    
                  case GL_RGBA:
                    switch (type)
                    {
                      case GL_UNSIGNED_BYTE:
                        r = source[x * 4 + 0];
                        g = source[x * 4 + 1];
                        b = source[x * 4 + 2];
                        a = source[x * 4 + 3];
                        break;
    
                      case GL_UNSIGNED_SHORT_4_4_4_4:
                        {
                            unsigned short rgba = source16[x];
    
                            a = ((rgba & 0x000F) << 4) | ((rgba & 0x000F) >> 0);
                            b = ((rgba & 0x00F0) << 0) | ((rgba & 0x00F0) >> 4);
                            g = ((rgba & 0x0F00) >> 4) | ((rgba & 0x0F00) >> 8);
                            r = ((rgba & 0xF000) >> 8) | ((rgba & 0xF000) >> 12);
                        }
                        break;
    
                      case GL_UNSIGNED_SHORT_5_5_5_1:
                        {
                            unsigned short rgba = source16[x];
    
                            a = (rgba & 0x0001) ? 0xFF : 0;
                            b = ((rgba & 0x003E) << 2) | ((rgba & 0x003E) >> 3);
                            g = ((rgba & 0x07C0) >> 3) | ((rgba & 0x07C0) >> 8);
                            r = ((rgba & 0xF800) >> 8) | ((rgba & 0xF800) >> 13);
                        }
                        break;
    
                      default: UNREACHABLE();
                    }
                    break;
                  default: UNREACHABLE();
                }
    
                dest[4 * x + 0] = b;
                dest[4 * x + 1] = g;
                dest[4 * x + 2] = r;
                dest[4 * x + 3] = a;
            }
        }
    }
    
    void Texture::setImage(GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *img)
    {
        IDirect3DSurface9 *newSurface = NULL;
        HRESULT result = getDevice()->CreateOffscreenPlainSurface(width, height, selectFormat(format), D3DPOOL_SYSTEMMEM, &newSurface, NULL);
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            return error(GL_OUT_OF_MEMORY);
        }
    
        if (img->surface) img->surface->Release();
        img->surface = newSurface;
    
        img->width = width;
        img->height = height;
        img->format = format;
    
        if (pixels != NULL)
        {
            D3DLOCKED_RECT locked;
            HRESULT result = newSurface->LockRect(&locked, NULL, 0);
    
            ASSERT(SUCCEEDED(result));
    
            if (SUCCEEDED(result))
            {
                loadImageData(0, 0, width, height, format, type, unpackAlignment, pixels, locked.Pitch, locked.pBits);
                newSurface->UnlockRect();
            }
    
            img->dirty = true;
        }
    
        mDirtyMetaData = true;
    }
    
    void Texture::subImage(GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels, Image *img)
    {
        if (width + xoffset > img->width || height + yoffset > img->height) return error(GL_INVALID_VALUE);
    
        D3DLOCKED_RECT locked;
        HRESULT result = img->surface->LockRect(&locked, NULL, 0);
    
        ASSERT(SUCCEEDED(result));
    
        if (SUCCEEDED(result))
        {
            loadImageData(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, locked.Pitch, locked.pBits);
            img->surface->UnlockRect();
        }
    
        img->dirty = true;
    }
    
    IDirect3DBaseTexture9 *Texture::getTexture()
    {
        if (!isComplete())
        {
            return NULL;
        }
    
        if (mDirtyMetaData)
        {
            mBaseTexture = createTexture();
        }
    
        if (mDirtyMetaData || dirtyImageData())
        {
            updateTexture();
        }
    
        mDirtyMetaData = false;
        ASSERT(!dirtyImageData());
    
        return mBaseTexture;
    }
    
    // Returns the top-level texture surface as a render target
    IDirect3DSurface9 *Texture::getRenderTarget(GLenum target)
    {
        if (mDirtyMetaData && mRenderTarget)
        {
            mRenderTarget->Release();
            mRenderTarget = NULL;
        }
    
        if (!mRenderTarget)
        {
            mBaseTexture = convertToRenderTarget();
            mRenderTarget = getSurface(target);
        }
    
        if (dirtyImageData())
        {
            updateTexture();
        }
    
        mDirtyMetaData = false;
    
        return mRenderTarget;
    }
    
    Texture2D::Texture2D()
    {
        mTexture = NULL;
    }
    
    Texture2D::~Texture2D()
    {
        if (mTexture)
        {
            mTexture->Release();
            mTexture = NULL;
        }
    }
    
    GLenum Texture2D::getTarget() const
    {
        return GL_TEXTURE_2D;
    }
    
    void Texture2D::setImage(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        Texture::setImage(width, height, format, type, unpackAlignment, pixels, &mImageArray[level]);
    
        if (level == 0)
        {
            mWidth = width;
            mHeight = height;
        }
    }
    
    void Texture2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        ASSERT(mImageArray[level].surface != NULL);
    
        if (mTexture != NULL)
        {
            IDirect3DSurface9 *destLevel = NULL;
            HRESULT result = mTexture->GetSurfaceLevel(level, &destLevel);
    
            ASSERT(SUCCEEDED(result));
    
            if (SUCCEEDED(result))
            {
                Image *img = &mImageArray[level];
    
                RECT sourceRect;
                sourceRect.left = xoffset;
                sourceRect.top = yoffset;
                sourceRect.right = xoffset + width;
                sourceRect.bottom = yoffset + height;
    
                POINT destPoint;
                destPoint.x = xoffset;
                destPoint.y = yoffset;
    
                result = getDevice()->UpdateSurface(img->surface, &sourceRect, destLevel, &destPoint);
                ASSERT(SUCCEEDED(result));
    
                destLevel->Release();
    
                img->dirty = false;
            }
        }
    }
    
    void Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[level]);
        commitRect(level, xoffset, yoffset, width, height);
    }
    
    // Tests for GL texture object completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool Texture2D::isComplete() const
    {
        ASSERT(mWidth == mImageArray[0].width && mHeight == mImageArray[0].height);
    
        if (mWidth <= 0 || mHeight <= 0)
        {
            return false;
        }
    
        bool mipmapping;
    
        switch (mMinFilter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
            mipmapping = false;
            break;
          case GL_NEAREST_MIPMAP_NEAREST:
          case GL_LINEAR_MIPMAP_NEAREST:
          case GL_NEAREST_MIPMAP_LINEAR:
          case GL_LINEAR_MIPMAP_LINEAR:
            mipmapping = true;
            break;
         default: UNREACHABLE();
        }
    
        if (mipmapping)
        {
            int q = log2(std::max(mWidth, mHeight));
    
            for (int level = 1; level <= q; level++)
            {
                if (mImageArray[level].format != mImageArray[0].format)
                {
                    return false;
                }
    
                if (mImageArray[level].width != (mImageArray[level - 1].width + 1) / 2)
                {
                    return false;
                }
    
                if (mImageArray[level].height != (mImageArray[level - 1].height + 1) / 2)
                {
                    return false;
                }
            }
        }
    
        return true;
    }
    
    // Constructs a Direct3D 9 texture resource from the texture images, or returns an existing one
    IDirect3DBaseTexture9 *Texture2D::createTexture()
    {
        IDirect3DTexture9 *texture;
    
        IDirect3DDevice9 *device = getDevice();
        D3DFORMAT format = selectFormat(mImageArray[0].format);
    
        HRESULT result = device->CreateTexture(mWidth, mHeight, 0, 0, format, D3DPOOL_DEFAULT, &texture, NULL);
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
        }
    
        if (mTexture) mTexture->Release();
        mTexture = texture;
        return texture;
    }
    
    void Texture2D::updateTexture()
    {
        IDirect3DDevice9 *device = getDevice();
    
        int levelCount = mTexture->GetLevelCount();
    
        for (int level = 0; level < levelCount; level++)
        {
            if (mImageArray[level].dirty)
            {
                IDirect3DSurface9 *levelSurface = NULL;
                HRESULT result = mTexture->GetSurfaceLevel(level, &levelSurface);
    
                ASSERT(SUCCEEDED(result));
    
                if (SUCCEEDED(result))
                {
                    result = device->UpdateSurface(mImageArray[level].surface, NULL, levelSurface, NULL);
                    ASSERT(SUCCEEDED(result));
    
                    levelSurface->Release();
    
                    mImageArray[level].dirty = false;
                }
            }
        }
    }
    
    IDirect3DBaseTexture9 *Texture2D::convertToRenderTarget()
    {
        IDirect3DTexture9 *texture;
    
        IDirect3DDevice9 *device = getDevice();
        D3DFORMAT format = selectFormat(mImageArray[0].format);
    
        HRESULT result = device->CreateTexture(mWidth, mHeight, 0, D3DUSAGE_RENDERTARGET, format, D3DPOOL_DEFAULT, &texture, NULL);
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
        }
    
        if (mTexture != NULL)
        {
            int levels = texture->GetLevelCount();
            for (int i = 0; i < levels; i++)
            {
                IDirect3DSurface9 *source;
                result = mTexture->GetSurfaceLevel(i, &source);
    
                if (FAILED(result))
                {
                    ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                    texture->Release();
    
                    return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
                }
    
                IDirect3DSurface9 *dest;
                result = texture->GetSurfaceLevel(i, &dest);
    
                if (FAILED(result))
                {
                    ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                    texture->Release();
                    source->Release();
    
                    return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
                }
    
                result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
    
                if (FAILED(result))
                {
                    ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                    texture->Release();
                    source->Release();
                    dest->Release();
    
                    return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
                }
    
                source->Release();
                dest->Release();
            }
    
            mTexture->Release();
        }
    
        mTexture = texture;
        return mTexture;
    }
    
    IDirect3DSurface9 *Texture2D::getSurface(GLenum target)
    {
        ASSERT(target == GL_TEXTURE_2D);
    
        IDirect3DSurface9 *surface = NULL;
        HRESULT result = mTexture->GetSurfaceLevel(0, &surface);
    
        ASSERT(SUCCEEDED(result));
    
        return surface;
    }
    
    bool Texture2D::dirtyImageData() const
    {
        int q = log2(std::max(mWidth, mHeight));
    
        for (int i = 0; i <= q; i++)
        {
            if (mImageArray[i].dirty) return true;
        }
    
        return false;
    }
    
    TextureCubeMap::TextureCubeMap()
    {
        mTexture = NULL;
    }
    
    TextureCubeMap::~TextureCubeMap()
    {
        if (mTexture)
        {
            mTexture->Release();
            mTexture = NULL;
        }
    }
    
    GLenum TextureCubeMap::getTarget() const
    {
        return GL_TEXTURE_CUBE_MAP;
    }
    
    void TextureCubeMap::setImagePosX(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(0, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImageNegX(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(1, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImagePosY(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(2, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImageNegY(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(3, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImagePosZ(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(4, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::setImageNegZ(GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        setImage(5, level, internalFormat, width, height, format, type, unpackAlignment, pixels);
    }
    
    void TextureCubeMap::commitRect(GLenum faceTarget, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
    {
        int face = faceIndex(faceTarget);
    
        ASSERT(mImageArray[face][level].surface != NULL);
    
        if (mTexture != NULL)
        {
            IDirect3DSurface9 *destLevel = NULL;
            HRESULT result = mTexture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(face), level, &destLevel);
    
            ASSERT(SUCCEEDED(result));
    
            if (SUCCEEDED(result))
            {
                Image *img = &mImageArray[face][level];
    
                RECT sourceRect;
                sourceRect.left = xoffset;
                sourceRect.top = yoffset;
                sourceRect.right = xoffset + width;
                sourceRect.bottom = yoffset + height;
    
                POINT destPoint;
                destPoint.x = xoffset;
                destPoint.y = yoffset;
    
                result = getDevice()->UpdateSurface(img->surface, &sourceRect, destLevel, &destPoint);
                ASSERT(SUCCEEDED(result));
    
                destLevel->Release();
    
                img->dirty = false;
            }
        }
    }
    
    void TextureCubeMap::subImage(GLenum face, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        Texture::subImage(xoffset, yoffset, width, height, format, type, unpackAlignment, pixels, &mImageArray[faceIndex(face)][level]);
        commitRect(face, level, xoffset, yoffset, width, height);
    }
    
    // Tests for GL texture object completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
    bool TextureCubeMap::isComplete() const
    {
        if (mWidth <= 0 || mHeight <= 0 || mWidth != mHeight)
        {
            return false;
        }
    
        bool mipmapping;
    
        switch (mMinFilter)
        {
          case GL_NEAREST:
          case GL_LINEAR:
            mipmapping = false;
            break;
          case GL_NEAREST_MIPMAP_NEAREST:
          case GL_LINEAR_MIPMAP_NEAREST:
          case GL_NEAREST_MIPMAP_LINEAR:
          case GL_LINEAR_MIPMAP_LINEAR:
            mipmapping = true;
            break;
          default: UNREACHABLE();
        }
    
        for (int face = 0; face < 6; face++)
        {
            if (mImageArray[face][0].width != mWidth || mImageArray[face][0].height != mHeight)
            {
                return false;
            }
        }
    
        if (mipmapping)
        {
            int q = log2(mWidth);
    
            for (int face = 0; face < 6; face++)
            {
                for (int level = 1; level <= q; level++)
                {
                    if (mImageArray[face][level].format != mImageArray[0][0].format)
                    {
                        return false;
                    }
    
                    if (mImageArray[face][level].width != (mImageArray[0][level - 1].width + 1) / 2)
                    {
                        return false;
                    }
    
                    if (mImageArray[face][level].height != (mImageArray[0][level - 1].height + 1) / 2)
                    {
                        return false;
                    }
                }
            }
        }
    
        return true;
    }
    
    // Constructs a Direct3D 9 texture resource from the texture images, or returns an existing one
    IDirect3DBaseTexture9 *TextureCubeMap::createTexture()
    {
        IDirect3DDevice9 *device = getDevice();
        D3DFORMAT format = selectFormat(mImageArray[0][0].format);
    
        IDirect3DCubeTexture9 *texture;
    
        HRESULT result = device->CreateCubeTexture(mWidth, 0, 0, format, D3DPOOL_DEFAULT, &texture, NULL);
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
        }
    
        if (mTexture) mTexture->Release();
    
        mTexture = texture;
        return mTexture;
    }
    
    void TextureCubeMap::updateTexture()
    {
        IDirect3DDevice9 *device = getDevice();
    
        for (int face = 0; face < 6; face++)
        {
            for (int level = 0; level <= log2(mWidth); level++)
            {
                Image *img = &mImageArray[face][level];
    
                if (img->dirty)
                {
                    IDirect3DSurface9 *levelSurface;
                    HRESULT result = mTexture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(face), level, &levelSurface);
    
                    ASSERT(SUCCEEDED(result));
    
                    if (SUCCEEDED(result))
                    {
                        result = device->UpdateSurface(img->surface, NULL, levelSurface, NULL);
                        ASSERT(SUCCEEDED(result));
    
                        levelSurface->Release();
    
                        img->dirty = false;
                    }
                }
            }
        }
    }
    
    IDirect3DBaseTexture9 *TextureCubeMap::convertToRenderTarget()
    {
        IDirect3DCubeTexture9 *texture;
    
        IDirect3DDevice9 *device = getDevice();
        D3DFORMAT format = selectFormat(mImageArray[0][0].format);
    
        HRESULT result = device->CreateCubeTexture(mWidth, 0, D3DUSAGE_RENDERTARGET, format, D3DPOOL_DEFAULT, &texture, NULL);
    
        if (FAILED(result))
        {
            ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
            return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
        }
    
        if (mTexture != NULL)
        {
            int levels = texture->GetLevelCount();
            for (int f = 0; f < 6; f++)
            {
                for (int i = 0; i < levels; i++)
                {
                    IDirect3DSurface9 *source;
                    result = mTexture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(f), i, &source);
    
                    if (FAILED(result))
                    {
                        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                        texture->Release();
    
                        return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
                    }
    
                    IDirect3DSurface9 *dest;
                    result = texture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(f), i, &dest);
    
                    if (FAILED(result))
                    {
                        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                        texture->Release();
                        source->Release();
    
                        return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
                    }
    
                    result = device->StretchRect(source, NULL, dest, NULL, D3DTEXF_NONE);
    
                    if (FAILED(result))
                    {
                        ASSERT(result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY);
    
                        texture->Release();
                        source->Release();
                        dest->Release();
    
                        return error(GL_OUT_OF_MEMORY, (IDirect3DBaseTexture9*)NULL);
                    }
                }
            }
    
            mTexture->Release();
        }
    
        mTexture = texture;
        return mTexture;
    }
    
    IDirect3DSurface9 *TextureCubeMap::getSurface(GLenum target)
    {
        ASSERT(es2dx::IsCubemapTextureTarget(target));
    
        IDirect3DSurface9 *surface = NULL;
        HRESULT result = mTexture->GetCubeMapSurface(static_cast<D3DCUBEMAP_FACES>(faceIndex(target)), 0, &surface);
        ASSERT(SUCCEEDED(result));
        return surface;
    }
    
    void TextureCubeMap::setImage(int face, GLint level, GLenum internalFormat, GLsizei width, GLsizei height, GLenum format, GLenum type, GLint unpackAlignment, const void *pixels)
    {
        Texture::setImage(width, height, format, type, unpackAlignment, pixels, &mImageArray[face][level]);
    
        if (face == 0 && level == 0)
        {
            mWidth = width;
            mHeight = height;
        }
    }
    
    unsigned int TextureCubeMap::faceIndex(GLenum face)
    {
        META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
        META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
    
        return face - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
    }
    
    bool TextureCubeMap::dirtyImageData() const
    {
        int q = log2(mWidth);
    
        for (int f = 0; f < 6; f++)
        {
            for (int i = 0; i <= q; i++)
            {
                if (mImageArray[f][i].dirty) return true;
            }
        }
    
        return false;
    }
    
    }