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diff --git a/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp
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+++ b/src/3rdparty/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp
@@ -0,0 +1,2916 @@
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureD3D.cpp: Implementations of the Texture interfaces shared betweeen the D3D backends.
+
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+
+#include "common/mathutil.h"
+#include "common/utilities.h"
+#include "libANGLE/Buffer.h"
+#include "libANGLE/Config.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/Surface.h"
+#include "libANGLE/Texture.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/BufferImpl.h"
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+#include "libANGLE/renderer/d3d/ImageD3D.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+#include "libANGLE/renderer/d3d/RenderTargetD3D.h"
+#include "libANGLE/renderer/d3d/SurfaceD3D.h"
+#include "libANGLE/renderer/d3d/TextureStorage.h"
+
+namespace rx
+{
+
+namespace
+{
+
+gl::Error GetUnpackPointer(const gl::PixelUnpackState &unpack, const uint8_t *pixels,
+ ptrdiff_t layerOffset, const uint8_t **pointerOut)
+{
+ if (unpack.pixelBuffer.id() != 0)
+ {
+ // Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not supported
+ gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
+ ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels);
+
+ // TODO: this is the only place outside of renderer that asks for a buffers raw data.
+ // This functionality should be moved into renderer and the getData method of BufferImpl removed.
+ BufferD3D *bufferD3D = GetImplAs<BufferD3D>(pixelBuffer);
+ ASSERT(bufferD3D);
+ const uint8_t *bufferData = NULL;
+ gl::Error error = bufferD3D->getData(&bufferData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ *pointerOut = bufferData + offset;
+ }
+ else
+ {
+ *pointerOut = pixels;
+ }
+
+ // Offset the pointer for 2D array layer (if it's valid)
+ if (*pointerOut != nullptr)
+ {
+ *pointerOut += layerOffset;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool IsRenderTargetUsage(GLenum usage)
+{
+ return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+}
+
+}
+
+TextureD3D::TextureD3D(RendererD3D *renderer)
+ : mRenderer(renderer),
+ mUsage(GL_NONE),
+ mDirtyImages(true),
+ mImmutable(false),
+ mTexStorage(NULL)
+{
+}
+
+TextureD3D::~TextureD3D()
+{
+}
+
+gl::Error TextureD3D::getNativeTexture(TextureStorage **outStorage)
+{
+ // ensure the underlying texture is created
+ gl::Error error = initializeStorage(false);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (mTexStorage)
+ {
+ error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ ASSERT(outStorage);
+
+ *outStorage = mTexStorage;
+ return gl::Error(GL_NO_ERROR);
+}
+
+GLint TextureD3D::getBaseLevelWidth() const
+{
+ const ImageD3D *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getWidth() : 0);
+}
+
+GLint TextureD3D::getBaseLevelHeight() const
+{
+ const ImageD3D *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getHeight() : 0);
+}
+
+GLint TextureD3D::getBaseLevelDepth() const
+{
+ const ImageD3D *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getDepth() : 0);
+}
+
+// Note: "base level image" is loosely defined to be any image from the base level,
+// where in the base of 2D array textures and cube maps there are several. Don't use
+// the base level image for anything except querying texture format and size.
+GLenum TextureD3D::getBaseLevelInternalFormat() const
+{
+ const ImageD3D *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
+}
+
+bool TextureD3D::shouldUseSetData(const ImageD3D *image) const
+{
+ if (!mRenderer->getWorkarounds().setDataFasterThanImageUpload)
+ {
+ return false;
+ }
+
+ gl::InternalFormat internalFormat = gl::GetInternalFormatInfo(image->getInternalFormat());
+
+ // We can only handle full updates for depth-stencil textures, so to avoid complications
+ // disable them entirely.
+ if (internalFormat.depthBits > 0 || internalFormat.stencilBits > 0)
+ {
+ return false;
+ }
+
+ // TODO(jmadill): Handle compressed internal formats
+ return (mTexStorage && !internalFormat.compressed);
+}
+
+gl::Error TextureD3D::setImage(const gl::ImageIndex &index, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels,
+ ptrdiff_t layerOffset)
+{
+ if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0)
+ {
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state");
+ }
+
+ ImageD3D *image = getImage(index);
+ ASSERT(image);
+
+ // No-op
+ if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
+ // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
+ const uint8_t *pixelData = NULL;
+ gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (pixelData != NULL)
+ {
+ if (shouldUseSetData(image))
+ {
+ error = mTexStorage->setData(index, image, NULL, type, unpack, pixelData);
+ }
+ else
+ {
+ gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
+ error = image->loadData(fullImageArea, unpack, type, pixelData);
+ }
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D::subImage(const gl::ImageIndex &index, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels, ptrdiff_t layerOffset)
+{
+ // CPU readback & copy where direct GPU copy is not supported
+ const uint8_t *pixelData = NULL;
+ gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (pixelData != NULL)
+ {
+ ImageD3D *image = getImage(index);
+ ASSERT(image);
+
+ if (shouldUseSetData(image))
+ {
+ return mTexStorage->setData(index, image, &area, type, unpack, pixelData);
+ }
+
+ error = image->loadData(area, unpack, type, pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = commitRegion(index, area);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D::setCompressedImage(const gl::ImageIndex &index, const gl::PixelUnpackState &unpack,
+ const uint8_t *pixels, ptrdiff_t layerOffset)
+{
+ if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0)
+ {
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state");
+ }
+
+ // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
+ // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
+ const uint8_t *pixelData = NULL;
+ gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (pixelData != NULL)
+ {
+ ImageD3D *image = getImage(index);
+ ASSERT(image);
+
+ gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
+ error = image->loadCompressedData(fullImageArea, pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D::subImageCompressed(const gl::ImageIndex &index, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels,
+ ptrdiff_t layerOffset)
+{
+ if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0)
+ {
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state");
+ }
+
+ const uint8_t *pixelData = NULL;
+ gl::Error error = GetUnpackPointer(unpack, pixels, layerOffset, &pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (pixelData != NULL)
+ {
+ ImageD3D *image = getImage(index);
+ ASSERT(image);
+
+ error = image->loadCompressedData(area, pixelData);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat)
+{
+ return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
+}
+
+gl::Error TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const uint8_t *pixels, const gl::Box &destArea,
+ GLenum sizedInternalFormat, GLenum type, RenderTargetD3D *destRenderTarget)
+{
+ // No-op
+ if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // In order to perform the fast copy through the shader, we must have the right format, and be able
+ // to create a render target.
+ ASSERT(mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat));
+
+ uintptr_t offset = reinterpret_cast<uintptr_t>(pixels);
+
+ gl::Error error = mRenderer->fastCopyBufferToTexture(unpack, offset, destRenderTarget, sizedInternalFormat, type, destArea);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
+{
+ if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) || mRenderer->getRendererExtensions().textureNPOT)
+ {
+ // Maximum number of levels
+ return gl::log2(std::max(std::max(width, height), depth)) + 1;
+ }
+ else
+ {
+ // OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
+ return 1;
+ }
+}
+
+int TextureD3D::mipLevels() const
+{
+ return gl::log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
+}
+
+TextureStorage *TextureD3D::getStorage()
+{
+ ASSERT(mTexStorage);
+ return mTexStorage;
+}
+
+ImageD3D *TextureD3D::getBaseLevelImage() const
+{
+ return getImage(getImageIndex(0, 0));
+}
+
+gl::Error TextureD3D::generateMipmaps()
+{
+ GLint mipCount = mipLevels();
+
+ if (mipCount == 1)
+ {
+ return gl::Error(GL_NO_ERROR); // no-op
+ }
+
+ if (mTexStorage && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ // Switch to using the mipmapped texture.
+ TextureStorage *textureStorage = NULL;
+ gl::Error error = getNativeTexture(&textureStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = textureStorage->useLevelZeroWorkaroundTexture(false);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ // Set up proper mipmap chain in our Image array.
+ initMipmapsImages();
+
+ // We know that all layers have the same dimension, for the texture to be complete
+ GLint layerCount = static_cast<GLint>(getLayerCount(0));
+
+ // When making mipmaps with the setData workaround enabled, the texture storage has
+ // the image data already. For non-render-target storage, we have to pull it out into
+ // an image layer.
+ if (mRenderer->getWorkarounds().setDataFasterThanImageUpload && mTexStorage)
+ {
+ if (!mTexStorage->isRenderTarget())
+ {
+ // Copy from the storage mip 0 to Image mip 0
+ for (GLint layer = 0; layer < layerCount; ++layer)
+ {
+ gl::ImageIndex srcIndex = getImageIndex(0, layer);
+
+ ImageD3D *image = getImage(srcIndex);
+ gl::Box area(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth());
+ gl::Offset offset(0, 0, 0);
+ gl::Error error = image->copy(offset, area, srcIndex, mTexStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ else
+ {
+ gl::Error error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ // TODO: Decouple this from zeroMaxLodWorkaround. This is a 9_3 restriction, unrelated to zeroMaxLodWorkaround.
+ // The restriction is because Feature Level 9_3 can't create SRVs on individual levels of the texture.
+ // As a result, even if the storage is a rendertarget, we can't use the GPU to generate the mipmaps without further work.
+ // The D3D9 renderer works around this by copying each level of the texture into its own single-layer GPU texture (in Blit9::boxFilter).
+ // Feature Level 9_3 could do something similar, or it could continue to use CPU-side mipmap generation, or something else.
+ bool renderableStorage = (mTexStorage && mTexStorage->isRenderTarget() && !(mRenderer->getWorkarounds().zeroMaxLodWorkaround));
+
+ for (GLint layer = 0; layer < layerCount; ++layer)
+ {
+ for (GLint mip = 1; mip < mipCount; ++mip)
+ {
+ ASSERT(getLayerCount(mip) == layerCount);
+
+ gl::ImageIndex sourceIndex = getImageIndex(mip - 1, layer);
+ gl::ImageIndex destIndex = getImageIndex(mip, layer);
+
+ if (renderableStorage)
+ {
+ // GPU-side mipmapping
+ gl::Error error = mTexStorage->generateMipmap(sourceIndex, destIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ else
+ {
+ // CPU-side mipmapping
+ gl::Error error = mRenderer->generateMipmap(getImage(destIndex), getImage(sourceIndex));
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ if (mTexStorage)
+ {
+ updateStorage();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D::isBaseImageZeroSize() const
+{
+ ImageD3D *baseImage = getBaseLevelImage();
+
+ if (!baseImage || baseImage->getWidth() <= 0)
+ {
+ return true;
+ }
+
+ if (!gl::IsCubeMapTextureTarget(baseImage->getTarget()) && baseImage->getHeight() <= 0)
+ {
+ return true;
+ }
+
+ if (baseImage->getTarget() == GL_TEXTURE_3D && baseImage->getDepth() <= 0)
+ {
+ return true;
+ }
+
+ if (baseImage->getTarget() == GL_TEXTURE_2D_ARRAY && getLayerCount(0) <= 0)
+ {
+ return true;
+ }
+
+ return false;
+}
+
+gl::Error TextureD3D::ensureRenderTarget()
+{
+ gl::Error error = initializeStorage(true);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (!isBaseImageZeroSize())
+ {
+ ASSERT(mTexStorage);
+ if (!mTexStorage->isRenderTarget())
+ {
+ TextureStorage *newRenderTargetStorage = NULL;
+ error = createCompleteStorage(true, &newRenderTargetStorage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = mTexStorage->copyToStorage(newRenderTargetStorage);
+ if (error.isError())
+ {
+ SafeDelete(newRenderTargetStorage);
+ return error;
+ }
+
+ error = setCompleteTexStorage(newRenderTargetStorage);
+ if (error.isError())
+ {
+ SafeDelete(newRenderTargetStorage);
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D::canCreateRenderTargetForImage(const gl::ImageIndex &index) const
+{
+ ImageD3D *image = getImage(index);
+ bool levelsComplete = (isImageComplete(index) && isImageComplete(getImageIndex(0, 0)));
+ return (image->isRenderableFormat() && levelsComplete);
+}
+
+gl::Error TextureD3D::commitRegion(const gl::ImageIndex &index, const gl::Box &region)
+{
+ if (mTexStorage)
+ {
+ ASSERT(isValidIndex(index));
+ ImageD3D *image = getImage(index);
+ gl::Error error = image->copyToStorage(mTexStorage, index, region);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ image->markClean();
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+TextureD3D_2D::TextureD3D_2D(RendererD3D *renderer)
+ : TextureD3D(renderer)
+{
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ mImageArray[i] = renderer->createImage();
+ }
+}
+
+TextureD3D_2D::~TextureD3D_2D()
+{
+ // Delete the Images before the TextureStorage.
+ // Images might be relying on the TextureStorage for some of their data.
+ // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ delete mImageArray[i];
+ }
+
+ SafeDelete(mTexStorage);
+}
+
+ImageD3D *TextureD3D_2D::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(layer == 0);
+ return mImageArray[level];
+}
+
+ImageD3D *TextureD3D_2D::getImage(const gl::ImageIndex &index) const
+{
+ ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(!index.hasLayer());
+ ASSERT(index.type == GL_TEXTURE_2D);
+ return mImageArray[index.mipIndex];
+}
+
+GLsizei TextureD3D_2D::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return 1;
+}
+
+GLsizei TextureD3D_2D::getWidth(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getWidth();
+ else
+ return 0;
+}
+
+GLsizei TextureD3D_2D::getHeight(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getHeight();
+ else
+ return 0;
+}
+
+GLenum TextureD3D_2D::getInternalFormat(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_2D::isDepth(GLint level) const
+{
+ return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+gl::Error TextureD3D_2D::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D && size.depth == 1);
+
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+
+ bool fastUnpacked = false;
+
+ redefineImage(level, sizedInternalFormat, size);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+
+ // Attempt a fast gpu copy of the pixel data to the surface
+ if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
+ {
+ // Will try to create RT storage if it does not exist
+ RenderTargetD3D *destRenderTarget = NULL;
+ gl::Error error = getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
+
+ error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[level]->markClean();
+
+ fastUnpacked = true;
+ }
+
+ if (!fastUnpacked)
+ {
+ gl::Error error = TextureD3D::setImage(index, type, unpack, pixels, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D && area.depth == 1 && area.z == 0);
+
+ if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || unpack.skipImages != 0)
+ {
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "unimplemented pixel store state");
+ }
+
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+ if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
+ {
+ RenderTargetD3D *renderTarget = NULL;
+ gl::Error error = getRenderTarget(index, &renderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(!mImageArray[level]->isDirty());
+
+ return fastUnpackPixels(unpack, pixels, area, getInternalFormat(level), type, renderTarget);
+ }
+ else
+ {
+ return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0);
+ }
+}
+
+
+gl::Error TextureD3D_2D::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D && size.depth == 1);
+
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ redefineImage(level, internalFormat, size);
+
+ return TextureD3D::setCompressedImage(gl::ImageIndex::Make2D(level), unpack, pixels, 0);
+}
+
+gl::Error TextureD3D_2D::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D && area.depth == 1 && area.z == 0);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+ gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return commitRegion(index, area);
+}
+
+gl::Error TextureD3D_2D::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+ const gl::Framebuffer *source)
+{
+ ASSERT(target == GL_TEXTURE_2D);
+
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, GL_UNSIGNED_BYTE);
+ redefineImage(level, sizedInternalFormat, gl::Extents(sourceArea.width, sourceArea.height, 1));
+
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+ gl::Offset destOffset(0, 0, 0);
+
+ // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
+ // so we should use the non-rendering copy path.
+ if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ gl::Error error = mImageArray[level]->copy(destOffset, sourceArea, source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+ else
+ {
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImageArray[level]->markClean();
+
+ if (sourceArea.width != 0 && sourceArea.height != 0 && isValidLevel(level))
+ {
+ error = mRenderer->copyImage2D(source, sourceArea, internalFormat, destOffset, mTexStorage, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source)
+{
+ ASSERT(target == GL_TEXTURE_2D && destOffset.z == 0);
+
+ // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
+ // the current level we're copying to is defined (with appropriate format, width & height)
+
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+
+ // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
+ // so we should use the non-rendering copy path.
+ if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ gl::Error error = mImageArray[level]->copy(destOffset, sourceArea, source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+ else
+ {
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (isValidLevel(level))
+ {
+ error = updateStorageLevel(level);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = mRenderer->copyImage2D(source, sourceArea,
+ gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
+ destOffset, mTexStorage, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
+{
+ ASSERT(GL_TEXTURE_2D && size.depth == 1);
+
+ for (size_t level = 0; level < levels; level++)
+ {
+ gl::Extents levelSize(std::max(1, size.width >> level),
+ std::max(1, size.height >> level),
+ 1);
+ mImageArray[level]->redefine(GL_TEXTURE_2D, internalFormat, levelSize, true);
+ }
+
+ for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mImageArray[level]->redefine(GL_TEXTURE_2D, GL_NONE, gl::Extents(0, 0, 0), true);
+ }
+
+ // TODO(geofflang): Verify storage creation had no errors
+ bool renderTarget = IsRenderTargetUsage(mUsage);
+ TextureStorage *storage = mRenderer->createTextureStorage2D(internalFormat, renderTarget, size.width, size.height, levels, false);
+
+ gl::Error error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ error = updateStorage();
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImmutable = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_2D::bindTexImage(egl::Surface *surface)
+{
+ GLenum internalformat = surface->getConfig()->renderTargetFormat;
+
+ gl::Extents size(surface->getWidth(), surface->getHeight(), 1);
+ mImageArray[0]->redefine(GL_TEXTURE_2D, internalformat, size, true);
+
+ if (mTexStorage)
+ {
+ SafeDelete(mTexStorage);
+ }
+
+ SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface);
+ ASSERT(surfaceD3D);
+
+ mTexStorage = mRenderer->createTextureStorage2D(surfaceD3D->getSwapChain());
+
+ mDirtyImages = true;
+}
+
+void TextureD3D_2D::releaseTexImage()
+{
+ if (mTexStorage)
+ {
+ SafeDelete(mTexStorage);
+ }
+
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->redefine(GL_TEXTURE_2D, GL_NONE, gl::Extents(0, 0, 0), true);
+ }
+}
+
+void TextureD3D_2D::initMipmapsImages()
+{
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int level = 1; level < levelCount; level++)
+ {
+ gl::Extents levelSize(std::max(getBaseLevelWidth() >> level, 1),
+ std::max(getBaseLevelHeight() >> level, 1),
+ 1);
+
+ redefineImage(level, getBaseLevelInternalFormat(), levelSize);
+ }
+}
+
+unsigned int TextureD3D_2D::getRenderTargetSerial(const gl::ImageIndex &index)
+{
+ ASSERT(!index.hasLayer());
+ return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
+}
+
+gl::Error TextureD3D_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ ASSERT(!index.hasLayer());
+
+ // ensure the underlying texture is created
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = updateStorageLevel(index.mipIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return mTexStorage->getRenderTarget(index, outRT);
+}
+
+bool TextureD3D_2D::isValidLevel(int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : false);
+}
+
+bool TextureD3D_2D::isLevelComplete(int level) const
+{
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ const ImageD3D *baseImage = getBaseLevelImage();
+
+ GLsizei width = baseImage->getWidth();
+ GLsizei height = baseImage->getHeight();
+
+ if (width <= 0 || height <= 0)
+ {
+ return false;
+ }
+
+ // The base image level is complete if the width and height are positive
+ if (level == 0)
+ {
+ return true;
+ }
+
+ ASSERT(level >= 1 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ImageD3D *image = mImageArray[level];
+
+ if (image->getInternalFormat() != baseImage->getInternalFormat())
+ {
+ return false;
+ }
+
+ if (image->getWidth() != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (image->getHeight() != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_2D::isImageComplete(const gl::ImageIndex &index) const
+{
+ return isLevelComplete(index.mipIndex);
+}
+
+// Constructs a native texture resource from the texture images
+gl::Error TextureD3D_2D::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(0))
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+ TextureStorage *storage = NULL;
+ gl::Error error = createCompleteStorage(createRenderTarget, &storage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLenum internalFormat = getBaseLevelInternalFormat();
+
+ ASSERT(width > 0 && height > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
+
+ bool hintLevelZeroOnly = false;
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ // If any of the CPU images (levels >= 1) are dirty, then the textureStorage2D should use the mipped texture to begin with.
+ // Otherwise, it should use the level-zero-only texture.
+ hintLevelZeroOnly = true;
+ for (int level = 1; level < levels && hintLevelZeroOnly; level++)
+ {
+ hintLevelZeroOnly = !(mImageArray[level]->isDirty() && isLevelComplete(level));
+ }
+ }
+
+ // TODO(geofflang): Determine if the texture creation succeeded
+ *outTexStorage = mRenderer->createTextureStorage2D(internalFormat, renderTarget, width, height, levels, hintLevelZeroOnly);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+{
+ if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
+ {
+ for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
+ {
+ gl::Error error = mImageArray[level]->setManagedSurface2D(newCompleteTexStorage, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+
+ mDirtyImages = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[level]->isDirty() && isLevelComplete(level))
+ {
+ gl::Error error = updateStorageLevel(level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::updateStorageLevel(int level)
+{
+ ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ASSERT(isLevelComplete(level));
+
+ if (mImageArray[level]->isDirty())
+ {
+ gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+ gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1);
+ gl::Error error = commitRegion(index, region);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_2D::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size)
+{
+ ASSERT(size.depth == 1);
+
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[level]->redefine(GL_TEXTURE_2D, internalformat, size, false);
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ size.width != storageWidth ||
+ size.height != storageHeight ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->markDirty();
+ }
+
+ SafeDelete(mTexStorage);
+ mDirtyImages = true;
+ }
+ }
+}
+
+gl::ImageIndexIterator TextureD3D_2D::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make2D(0, mTexStorage->getLevelCount());
+}
+
+gl::ImageIndex TextureD3D_2D::getImageIndex(GLint mip, GLint /*layer*/) const
+{
+ // "layer" does not apply to 2D Textures.
+ return gl::ImageIndex::Make2D(mip);
+}
+
+bool TextureD3D_2D::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && index.type == GL_TEXTURE_2D &&
+ index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
+}
+
+TextureD3D_Cube::TextureD3D_Cube(RendererD3D *renderer)
+ : TextureD3D(renderer)
+{
+ for (int i = 0; i < 6; i++)
+ {
+ for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
+ {
+ mImageArray[i][j] = renderer->createImage();
+ }
+ }
+}
+
+TextureD3D_Cube::~TextureD3D_Cube()
+{
+ // Delete the Images before the TextureStorage.
+ // Images might be relying on the TextureStorage for some of their data.
+ // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
+ for (int i = 0; i < 6; i++)
+ {
+ for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
+ {
+ SafeDelete(mImageArray[i][j]);
+ }
+ }
+
+ SafeDelete(mTexStorage);
+}
+
+ImageD3D *TextureD3D_Cube::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(layer >= 0 && layer < 6);
+ return mImageArray[layer][level];
+}
+
+ImageD3D *TextureD3D_Cube::getImage(const gl::ImageIndex &index) const
+{
+ ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(index.layerIndex >= 0 && index.layerIndex < 6);
+ return mImageArray[index.layerIndex][index.mipIndex];
+}
+
+GLsizei TextureD3D_Cube::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return 6;
+}
+
+GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[layer][level]->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_Cube::isDepth(GLint level, GLint layer) const
+{
+ return gl::GetInternalFormatInfo(getInternalFormat(level, layer)).depthBits > 0;
+}
+
+gl::Error TextureD3D_Cube::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(size.depth == 1);
+
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+
+ redefineImage(index.layerIndex, level, sizedInternalFormat, size);
+
+ return TextureD3D::setImage(index, type, unpack, pixels, 0);
+}
+
+gl::Error TextureD3D_Cube::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(area.depth == 1 && area.z == 0);
+
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+ return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0);
+}
+
+gl::Error TextureD3D_Cube::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(size.depth == 1);
+
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target);
+
+ redefineImage(faceIndex, level, internalFormat, size);
+
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+ return TextureD3D::setCompressedImage(index, unpack, pixels, 0);
+}
+
+gl::Error TextureD3D_Cube::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(area.depth == 1 && area.z == 0);
+
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+
+ gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return commitRegion(index, area);
+}
+
+gl::Error TextureD3D_Cube::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+ const gl::Framebuffer *source)
+{
+ size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target);
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, GL_UNSIGNED_BYTE);
+
+ gl::Extents size(sourceArea.width, sourceArea.height, 1);
+ redefineImage(faceIndex, level, sizedInternalFormat, size);
+
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+ gl::Offset destOffset(0, 0, 0);
+
+ // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
+ // so we should use the non-rendering copy path.
+ if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ gl::Error error = mImageArray[faceIndex][level]->copy(destOffset, sourceArea, source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+ else
+ {
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImageArray[faceIndex][level]->markClean();
+
+ ASSERT(size.width == size.height);
+
+ if (size.width > 0 && isValidFaceLevel(faceIndex, level))
+ {
+ error = mRenderer->copyImageCube(source, sourceArea, internalFormat, destOffset, mTexStorage, target, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source)
+{
+ size_t faceIndex = gl::CubeMapTextureTargetToLayerIndex(target);
+
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+
+ // If the zero max LOD workaround is active, then we can't sample from individual layers of the framebuffer in shaders,
+ // so we should use the non-rendering copy path.
+ if (!canCreateRenderTargetForImage(index) || mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ gl::Error error = mImageArray[faceIndex][level]->copy(destOffset, sourceArea, source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+ else
+ {
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (isValidFaceLevel(faceIndex, level))
+ {
+ error = updateStorageFaceLevel(faceIndex, level);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = mRenderer->copyImageCube(source, sourceArea, gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
+ destOffset, mTexStorage, target, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
+{
+ ASSERT(size.width == size.height);
+ ASSERT(size.depth == 1);
+
+ for (size_t level = 0; level < levels; level++)
+ {
+ GLsizei mipSize = std::max(1, size.width >> level);
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, internalFormat, gl::Extents(mipSize, mipSize, 1), true);
+ }
+ }
+
+ for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, GL_NONE, gl::Extents(0, 0, 0), true);
+ }
+ }
+
+ // TODO(geofflang): Verify storage creation had no errors
+ bool renderTarget = IsRenderTargetUsage(mUsage);
+
+ TextureStorage *storage = mRenderer->createTextureStorageCube(internalFormat, renderTarget, size.width, levels, false);
+
+ gl::Error error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ error = updateStorage();
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImmutable = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
+bool TextureD3D_Cube::isCubeComplete() const
+{
+ int baseWidth = getBaseLevelWidth();
+ int baseHeight = getBaseLevelHeight();
+ GLenum baseFormat = getBaseLevelInternalFormat();
+
+ if (baseWidth <= 0 || baseWidth != baseHeight)
+ {
+ return false;
+ }
+
+ for (int faceIndex = 1; faceIndex < 6; faceIndex++)
+ {
+ const ImageD3D &faceBaseImage = *mImageArray[faceIndex][0];
+
+ if (faceBaseImage.getWidth() != baseWidth ||
+ faceBaseImage.getHeight() != baseHeight ||
+ faceBaseImage.getInternalFormat() != baseFormat )
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+void TextureD3D_Cube::bindTexImage(egl::Surface *surface)
+{
+ UNREACHABLE();
+}
+
+void TextureD3D_Cube::releaseTexImage()
+{
+ UNREACHABLE();
+}
+
+
+void TextureD3D_Cube::initMipmapsImages()
+{
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ int faceLevelSize = (std::max(mImageArray[faceIndex][0]->getWidth() >> level, 1));
+ redefineImage(faceIndex, level, mImageArray[faceIndex][0]->getInternalFormat(),
+ gl::Extents(faceLevelSize, faceLevelSize, 1));
+ }
+ }
+}
+
+unsigned int TextureD3D_Cube::getRenderTargetSerial(const gl::ImageIndex &index)
+{
+ return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
+}
+
+gl::Error TextureD3D_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ ASSERT(gl::IsCubeMapTextureTarget(index.type));
+
+ // ensure the underlying texture is created
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = updateStorageFaceLevel(index.layerIndex, index.mipIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return mTexStorage->getRenderTarget(index, outRT);
+}
+
+gl::Error TextureD3D_Cube::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isFaceLevelComplete(0, 0))
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+ TextureStorage *storage = NULL;
+ gl::Error error = createCompleteStorage(createRenderTarget, &storage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const
+{
+ GLsizei size = getBaseLevelWidth();
+
+ ASSERT(size > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(size, size, 1));
+
+ bool hintLevelZeroOnly = false;
+ if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
+ {
+ // If any of the CPU images (levels >= 1) are dirty, then the textureStorage should use the mipped texture to begin with.
+ // Otherwise, it should use the level-zero-only texture.
+ hintLevelZeroOnly = true;
+ for (int faceIndex = 0; faceIndex < 6 && hintLevelZeroOnly; faceIndex++)
+ {
+ for (int level = 1; level < levels && hintLevelZeroOnly; level++)
+ {
+ hintLevelZeroOnly = !(mImageArray[faceIndex][level]->isDirty() && isFaceLevelComplete(faceIndex, level));
+ }
+ }
+ }
+
+ // TODO (geofflang): detect if storage creation succeeded
+ *outTexStorage = mRenderer->createTextureStorageCube(getBaseLevelInternalFormat(), renderTarget, size, levels, hintLevelZeroOnly);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+{
+ if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
+ {
+ gl::Error error = mImageArray[faceIndex][level]->setManagedSurfaceCube(newCompleteTexStorage, faceIndex, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+
+ mDirtyImages = true;
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int face = 0; face < 6; face++)
+ {
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[face][level]->isDirty() && isFaceLevelComplete(face, level))
+ {
+ gl::Error error = updateStorageFaceLevel(face, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D_Cube::isValidFaceLevel(int faceIndex, int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_Cube::isFaceLevelComplete(int faceIndex, int level) const
+{
+ ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ int baseSize = getBaseLevelWidth();
+
+ if (baseSize <= 0)
+ {
+ return false;
+ }
+
+ // "isCubeComplete" checks for base level completeness and we must call that
+ // to determine if any face at level 0 is complete. We omit that check here
+ // to avoid re-checking cube-completeness for every face at level 0.
+ if (level == 0)
+ {
+ return true;
+ }
+
+ // Check that non-zero levels are consistent with the base level.
+ const ImageD3D *faceLevelImage = mImageArray[faceIndex][level];
+
+ if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat())
+ {
+ return false;
+ }
+
+ if (faceLevelImage->getWidth() != std::max(1, baseSize >> level))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_Cube::isImageComplete(const gl::ImageIndex &index) const
+{
+ return isFaceLevelComplete(index.layerIndex, index.mipIndex);
+}
+
+gl::Error TextureD3D_Cube::updateStorageFaceLevel(int faceIndex, int level)
+{
+ ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
+ ImageD3D *image = mImageArray[faceIndex][level];
+
+ if (image->isDirty())
+ {
+ GLenum faceTarget = gl::LayerIndexToCubeMapTextureTarget(faceIndex);
+ gl::ImageIndex index = gl::ImageIndex::MakeCube(faceTarget, level);
+ gl::Box region(0, 0, 0, image->getWidth(), image->getHeight(), 1);
+ gl::Error error = commitRegion(index, region);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_Cube::redefineImage(int faceIndex, GLint level, GLenum internalformat, const gl::Extents &size)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[faceIndex][level]->redefine(GL_TEXTURE_CUBE_MAP, internalformat, size, false);
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ size.width != storageWidth ||
+ size.height != storageHeight ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
+ {
+ for (int dirtyFace = 0; dirtyFace < 6; dirtyFace++)
+ {
+ mImageArray[dirtyFace][dirtyLevel]->markDirty();
+ }
+ }
+
+ SafeDelete(mTexStorage);
+
+ mDirtyImages = true;
+ }
+ }
+}
+
+gl::ImageIndexIterator TextureD3D_Cube::imageIterator() const
+{
+ return gl::ImageIndexIterator::MakeCube(0, mTexStorage->getLevelCount());
+}
+
+gl::ImageIndex TextureD3D_Cube::getImageIndex(GLint mip, GLint layer) const
+{
+ // The "layer" of the image index corresponds to the cube face
+ return gl::ImageIndex::MakeCube(gl::LayerIndexToCubeMapTextureTarget(layer), mip);
+}
+
+bool TextureD3D_Cube::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && gl::IsCubeMapTextureTarget(index.type) &&
+ index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
+}
+
+TextureD3D_3D::TextureD3D_3D(RendererD3D *renderer)
+ : TextureD3D(renderer)
+{
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ mImageArray[i] = renderer->createImage();
+ }
+}
+
+TextureD3D_3D::~TextureD3D_3D()
+{
+ // Delete the Images before the TextureStorage.
+ // Images might be relying on the TextureStorage for some of their data.
+ // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ delete mImageArray[i];
+ }
+
+ SafeDelete(mTexStorage);
+}
+
+ImageD3D *TextureD3D_3D::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(layer == 0);
+ return mImageArray[level];
+}
+
+ImageD3D *TextureD3D_3D::getImage(const gl::ImageIndex &index) const
+{
+ ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(!index.hasLayer());
+ ASSERT(index.type == GL_TEXTURE_3D);
+ return mImageArray[index.mipIndex];
+}
+
+GLsizei TextureD3D_3D::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return 1;
+}
+
+GLsizei TextureD3D_3D::getWidth(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getWidth();
+ else
+ return 0;
+}
+
+GLsizei TextureD3D_3D::getHeight(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getHeight();
+ else
+ return 0;
+}
+
+GLsizei TextureD3D_3D::getDepth(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getDepth();
+ else
+ return 0;
+}
+
+GLenum TextureD3D_3D::getInternalFormat(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_3D::isDepth(GLint level) const
+{
+ return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+gl::Error TextureD3D_3D::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_3D);
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+
+ redefineImage(level, sizedInternalFormat, size);
+
+ bool fastUnpacked = false;
+
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+
+ // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+ if (isFastUnpackable(unpack, sizedInternalFormat) && !size.empty())
+ {
+ // Will try to create RT storage if it does not exist
+ RenderTargetD3D *destRenderTarget = NULL;
+ gl::Error error = getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
+
+ error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[level]->markClean();
+
+ fastUnpacked = true;
+ }
+
+ if (!fastUnpacked)
+ {
+ gl::Error error = TextureD3D::setImage(index, type, unpack, pixels, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_3D);
+
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+
+ // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+ if (isFastUnpackable(unpack, getInternalFormat(level)))
+ {
+ RenderTargetD3D *destRenderTarget = NULL;
+ gl::Error error = getRenderTarget(index, &destRenderTarget);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ ASSERT(!mImageArray[level]->isDirty());
+
+ return fastUnpackPixels(unpack, pixels, area, getInternalFormat(level), type, destRenderTarget);
+ }
+ else
+ {
+ return TextureD3D::subImage(index, area, format, type, unpack, pixels, 0);
+ }
+}
+
+gl::Error TextureD3D_3D::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_3D);
+
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ redefineImage(level, internalFormat, size);
+
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+ return TextureD3D::setCompressedImage(index, unpack, pixels, 0);
+}
+
+gl::Error TextureD3D_3D::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_3D);
+
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+ gl::Error error = TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return commitRegion(index, area);
+}
+
+gl::Error TextureD3D_3D::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+ const gl::Framebuffer *source)
+{
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "Copying 3D textures is unimplemented.");
+}
+
+gl::Error TextureD3D_3D::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source)
+{
+ ASSERT(target == GL_TEXTURE_3D);
+
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+
+ if (canCreateRenderTargetForImage(index))
+ {
+ gl::Error error = mImageArray[level]->copy(destOffset, sourceArea, source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+ else
+ {
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (isValidLevel(level))
+ {
+ error = updateStorageLevel(level);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = mRenderer->copyImage3D(source, sourceArea,
+ gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
+ destOffset, mTexStorage, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
+{
+ ASSERT(target == GL_TEXTURE_3D);
+
+ for (size_t level = 0; level < levels; level++)
+ {
+ gl::Extents levelSize(std::max(1, size.width >> level),
+ std::max(1, size.height >> level),
+ std::max(1, size.depth >> level));
+ mImageArray[level]->redefine(GL_TEXTURE_3D, internalFormat, levelSize, true);
+ }
+
+ for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mImageArray[level]->redefine(GL_TEXTURE_3D, GL_NONE, gl::Extents(0, 0, 0), true);
+ }
+
+ // TODO(geofflang): Verify storage creation had no errors
+ bool renderTarget = IsRenderTargetUsage(mUsage);
+ TextureStorage *storage = mRenderer->createTextureStorage3D(internalFormat, renderTarget, size.width, size.height, size.depth, levels);
+
+ gl::Error error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ error = updateStorage();
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImmutable = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_3D::bindTexImage(egl::Surface *surface)
+{
+ UNREACHABLE();
+}
+
+void TextureD3D_3D::releaseTexImage()
+{
+ UNREACHABLE();
+}
+
+
+void TextureD3D_3D::initMipmapsImages()
+{
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int level = 1; level < levelCount; level++)
+ {
+ gl::Extents levelSize(std::max(getBaseLevelWidth() >> level, 1),
+ std::max(getBaseLevelHeight() >> level, 1),
+ std::max(getBaseLevelDepth() >> level, 1));
+ redefineImage(level, getBaseLevelInternalFormat(), levelSize);
+ }
+}
+
+unsigned int TextureD3D_3D::getRenderTargetSerial(const gl::ImageIndex &index)
+{
+ return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
+}
+
+gl::Error TextureD3D_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ // ensure the underlying texture is created
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (index.hasLayer())
+ {
+ error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ else
+ {
+ error = updateStorageLevel(index.mipIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return mTexStorage->getRenderTarget(index, outRT);
+}
+
+gl::Error TextureD3D_3D::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(0))
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+ TextureStorage *storage = NULL;
+ gl::Error error = createCompleteStorage(createRenderTarget, &storage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getBaseLevelDepth();
+ GLenum internalFormat = getBaseLevelInternalFormat();
+
+ ASSERT(width > 0 && height > 0 && depth > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, depth));
+
+ // TODO: Verify creation of the storage succeeded
+ *outStorage = mRenderer->createTextureStorage3D(internalFormat, renderTarget, width, height, depth, levels);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+{
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+ mDirtyImages = true;
+
+ // We do not support managed 3D storage, as that is D3D9/ES2-only
+ ASSERT(!mTexStorage->isManaged());
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[level]->isDirty() && isLevelComplete(level))
+ {
+ gl::Error error = updateStorageLevel(level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D_3D::isValidLevel(int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_3D::isLevelComplete(int level) const
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getBaseLevelDepth();
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return false;
+ }
+
+ if (level == 0)
+ {
+ return true;
+ }
+
+ ImageD3D *levelImage = mImageArray[level];
+
+ if (levelImage->getInternalFormat() != getBaseLevelInternalFormat())
+ {
+ return false;
+ }
+
+ if (levelImage->getWidth() != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (levelImage->getHeight() != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ if (levelImage->getDepth() != std::max(1, depth >> level))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_3D::isImageComplete(const gl::ImageIndex &index) const
+{
+ return isLevelComplete(index.mipIndex);
+}
+
+gl::Error TextureD3D_3D::updateStorageLevel(int level)
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ASSERT(isLevelComplete(level));
+
+ if (mImageArray[level]->isDirty())
+ {
+ gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+ gl::Box region(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
+ gl::Error error = commitRegion(index, region);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_3D::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const int storageDepth = std::max(1, getBaseLevelDepth() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[level]->redefine(GL_TEXTURE_3D, internalformat, size, false);
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ size.width != storageWidth ||
+ size.height != storageHeight ||
+ size.depth != storageDepth ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->markDirty();
+ }
+
+ SafeDelete(mTexStorage);
+ mDirtyImages = true;
+ }
+ }
+}
+
+gl::ImageIndexIterator TextureD3D_3D::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make3D(0, mTexStorage->getLevelCount(),
+ gl::ImageIndex::ENTIRE_LEVEL, gl::ImageIndex::ENTIRE_LEVEL);
+}
+
+gl::ImageIndex TextureD3D_3D::getImageIndex(GLint mip, GLint /*layer*/) const
+{
+ // The "layer" here does not apply to 3D images. We use one Image per mip.
+ return gl::ImageIndex::Make3D(mip);
+}
+
+bool TextureD3D_3D::isValidIndex(const gl::ImageIndex &index) const
+{
+ return (mTexStorage && index.type == GL_TEXTURE_3D &&
+ index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
+}
+
+TextureD3D_2DArray::TextureD3D_2DArray(RendererD3D *renderer)
+ : TextureD3D(renderer)
+{
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+ {
+ mLayerCounts[level] = 0;
+ mImageArray[level] = NULL;
+ }
+}
+
+TextureD3D_2DArray::~TextureD3D_2DArray()
+{
+ // Delete the Images before the TextureStorage.
+ // Images might be relying on the TextureStorage for some of their data.
+ // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
+ deleteImages();
+ SafeDelete(mTexStorage);
+}
+
+ImageD3D *TextureD3D_2DArray::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT((layer == 0 && mLayerCounts[level] == 0) ||
+ layer < mLayerCounts[level]);
+ return (mImageArray[level] ? mImageArray[level][layer] : NULL);
+}
+
+ImageD3D *TextureD3D_2DArray::getImage(const gl::ImageIndex &index) const
+{
+ ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT((index.layerIndex == 0 && mLayerCounts[index.mipIndex] == 0) ||
+ index.layerIndex < mLayerCounts[index.mipIndex]);
+ ASSERT(index.type == GL_TEXTURE_2D_ARRAY);
+ return (mImageArray[index.mipIndex] ? mImageArray[index.mipIndex][index.layerIndex] : NULL);
+}
+
+GLsizei TextureD3D_2DArray::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return mLayerCounts[level];
+}
+
+GLsizei TextureD3D_2DArray::getWidth(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getWidth() : 0;
+}
+
+GLsizei TextureD3D_2DArray::getHeight(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getHeight() : 0;
+}
+
+GLenum TextureD3D_2DArray::getInternalFormat(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getInternalFormat() : GL_NONE;
+}
+
+bool TextureD3D_2DArray::isDepth(GLint level) const
+{
+ return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+gl::Error TextureD3D_2DArray::setImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+ GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+
+ redefineImage(level, sizedInternalFormat, size);
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(sizedInternalFormat);
+ GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, size.width, size.height, unpack.alignment, unpack.rowLength);
+
+ for (int i = 0; i < size.depth; i++)
+ {
+ const ptrdiff_t layerOffset = (inputDepthPitch * i);
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i);
+ gl::Error error = TextureD3D::setImage(index, type, unpack, pixels, layerOffset);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::setSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, GLenum type,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(getInternalFormat(level));
+ GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, area.width, area.height, unpack.alignment, unpack.rowLength);
+
+ for (int i = 0; i < area.depth; i++)
+ {
+ int layer = area.z + i;
+ const ptrdiff_t layerOffset = (inputDepthPitch * i);
+
+ gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
+ gl::Error error = TextureD3D::subImage(index, layerArea, format, type, unpack, pixels, layerOffset);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::setCompressedImage(GLenum target, size_t level, GLenum internalFormat, const gl::Extents &size,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ redefineImage(level, internalFormat, size);
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat);
+ GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, size.width, size.height, 1, 0);
+
+ for (int i = 0; i < size.depth; i++)
+ {
+ const ptrdiff_t layerOffset = (inputDepthPitch * i);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i);
+ gl::Error error = TextureD3D::setCompressedImage(index, unpack, pixels, layerOffset);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format,
+ const gl::PixelUnpackState &unpack, const uint8_t *pixels)
+{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format);
+ GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, area.width, area.height, 1, 0);
+
+ for (int i = 0; i < area.depth; i++)
+ {
+ int layer = area.z + i;
+ const ptrdiff_t layerOffset = (inputDepthPitch * i);
+
+ gl::Box layerArea(area.x, area.y, 0, area.width, area.height, 1);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
+ gl::Error error = TextureD3D::subImageCompressed(index, layerArea, format, unpack, pixels, layerOffset);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = commitRegion(index, layerArea);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::copyImage(GLenum target, size_t level, const gl::Rectangle &sourceArea, GLenum internalFormat,
+ const gl::Framebuffer *source)
+{
+ UNIMPLEMENTED();
+ return gl::Error(GL_INVALID_OPERATION, "Copying 2D array textures is unimplemented.");
+}
+
+gl::Error TextureD3D_2DArray::copySubImage(GLenum target, size_t level, const gl::Offset &destOffset, const gl::Rectangle &sourceArea,
+ const gl::Framebuffer *source)
+{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z);
+
+ if (canCreateRenderTargetForImage(index))
+ {
+ gl::Offset destLayerOffset(destOffset.x, destOffset.y, 0);
+ gl::Error error = mImageArray[level][destOffset.z]->copy(destLayerOffset, sourceArea, source);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mDirtyImages = true;
+ }
+ else
+ {
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ if (isValidLevel(level))
+ {
+ error = updateStorageLevel(level);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = mRenderer->copyImage2DArray(source, sourceArea, gl::GetInternalFormatInfo(getInternalFormat(0)).format,
+ destOffset, mTexStorage, level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::setStorage(GLenum target, size_t levels, GLenum internalFormat, const gl::Extents &size)
+{
+ ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+ deleteImages();
+
+ for (size_t level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ gl::Extents levelLayerSize(std::max(1, size.width >> level),
+ std::max(1, size.height >> level),
+ 1);
+
+ mLayerCounts[level] = (level < levels ? size.depth : 0);
+
+ if (mLayerCounts[level] > 0)
+ {
+ // Create new images for this level
+ mImageArray[level] = new ImageD3D*[mLayerCounts[level]];
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer] = mRenderer->createImage();
+ mImageArray[level][layer]->redefine(GL_TEXTURE_2D_ARRAY, internalFormat, levelLayerSize, true);
+ }
+ }
+ }
+
+ // TODO(geofflang): Verify storage creation had no errors
+ bool renderTarget = IsRenderTargetUsage(mUsage);
+ TextureStorage *storage = mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, size.width, size.height, size.depth, levels);
+
+ gl::Error error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ error = updateStorage();
+
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImmutable = true;
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_2DArray::bindTexImage(egl::Surface *surface)
+{
+ UNREACHABLE();
+}
+
+void TextureD3D_2DArray::releaseTexImage()
+{
+ UNREACHABLE();
+}
+
+
+void TextureD3D_2DArray::initMipmapsImages()
+{
+ int baseWidth = getBaseLevelWidth();
+ int baseHeight = getBaseLevelHeight();
+ int baseDepth = getLayerCount(0);
+ GLenum baseFormat = getBaseLevelInternalFormat();
+
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int level = 1; level < levelCount; level++)
+ {
+ gl::Extents levelLayerSize(std::max(baseWidth >> level, 1),
+ std::max(baseHeight >> level, 1),
+ baseDepth);
+ redefineImage(level, baseFormat, levelLayerSize);
+ }
+}
+
+unsigned int TextureD3D_2DArray::getRenderTargetSerial(const gl::ImageIndex &index)
+{
+ return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
+}
+
+gl::Error TextureD3D_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
+{
+ // ensure the underlying texture is created
+ gl::Error error = ensureRenderTarget();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = updateStorageLevel(index.mipIndex);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return mTexStorage->getRenderTarget(index, outRT);
+}
+
+gl::Error TextureD3D_2DArray::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(0))
+ {
+ return gl::Error(GL_NO_ERROR);
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+ TextureStorage *storage = NULL;
+ gl::Error error = createCompleteStorage(createRenderTarget, &storage);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ error = setCompleteTexStorage(storage);
+ if (error.isError())
+ {
+ SafeDelete(storage);
+ return error;
+ }
+
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ error = updateStorage();
+ if (error.isError())
+ {
+ return error;
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getLayerCount(0);
+ GLenum internalFormat = getBaseLevelInternalFormat();
+
+ ASSERT(width > 0 && height > 0 && depth > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
+
+ // TODO(geofflang): Verify storage creation succeeds
+ *outStorage = mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, width, height, depth, levels);
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+{
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+ mDirtyImages = true;
+
+ // We do not support managed 2D array storage, as managed storage is ES2/D3D9 only
+ ASSERT(!mTexStorage->isManaged());
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (isLevelComplete(level))
+ {
+ gl::Error error = updateStorageLevel(level);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D_2DArray::isValidLevel(int level) const
+{
+ return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_2DArray::isLevelComplete(int level) const
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mImageArray));
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei layers = getLayerCount(0);
+
+ if (width <= 0 || height <= 0 || layers <= 0)
+ {
+ return false;
+ }
+
+ if (level == 0)
+ {
+ return true;
+ }
+
+ if (getInternalFormat(level) != getInternalFormat(0))
+ {
+ return false;
+ }
+
+ if (getWidth(level) != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (getHeight(level) != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ if (getLayerCount(level) != layers)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_2DArray::isImageComplete(const gl::ImageIndex &index) const
+{
+ return isLevelComplete(index.mipIndex);
+}
+
+gl::Error TextureD3D_2DArray::updateStorageLevel(int level)
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mLayerCounts));
+ ASSERT(isLevelComplete(level));
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ ASSERT(mImageArray[level] != NULL && mImageArray[level][layer] != NULL);
+ if (mImageArray[level][layer]->isDirty())
+ {
+ gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
+ gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1);
+ gl::Error error = commitRegion(index, region);
+ if (error.isError())
+ {
+ return error;
+ }
+ }
+ }
+
+ return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_2DArray::deleteImages()
+{
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+ {
+ for (int layer = 0; layer < mLayerCounts[level]; ++layer)
+ {
+ delete mImageArray[level][layer];
+ }
+ delete[] mImageArray[level];
+ mImageArray[level] = NULL;
+ mLayerCounts[level] = 0;
+ }
+}
+
+void TextureD3D_2DArray::redefineImage(GLint level, GLenum internalformat, const gl::Extents &size)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const int storageDepth = getLayerCount(0);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ delete mImageArray[level][layer];
+ }
+ delete[] mImageArray[level];
+ mImageArray[level] = NULL;
+ mLayerCounts[level] = size.depth;
+
+ if (size.depth > 0)
+ {
+ mImageArray[level] = new ImageD3D*[size.depth]();
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer] = mRenderer->createImage();
+ mImageArray[level][layer]->redefine(GL_TEXTURE_2D_ARRAY, internalformat,
+ gl::Extents(size.width, size.height, 1), false);
+ }
+ }
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ size.width != storageWidth ||
+ size.height != storageHeight ||
+ size.depth != storageDepth ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++)
+ {
+ for (int dirtyLayer = 0; dirtyLayer < mLayerCounts[dirtyLevel]; dirtyLayer++)
+ {
+ mImageArray[dirtyLevel][dirtyLayer]->markDirty();
+ }
+ }
+
+ delete mTexStorage;
+ mTexStorage = NULL;
+ mDirtyImages = true;
+ }
+ }
+}
+
+gl::ImageIndexIterator TextureD3D_2DArray::imageIterator() const
+{
+ return gl::ImageIndexIterator::Make2DArray(0, mTexStorage->getLevelCount(), mLayerCounts);
+}
+
+gl::ImageIndex TextureD3D_2DArray::getImageIndex(GLint mip, GLint layer) const
+{
+ return gl::ImageIndex::Make2DArray(mip, layer);
+}
+
+bool TextureD3D_2DArray::isValidIndex(const gl::ImageIndex &index) const
+{
+ // Check for having a storage and the right type of index
+ if (!mTexStorage || index.type != GL_TEXTURE_2D_ARRAY)
+ {
+ return false;
+ }
+
+ // Check the mip index
+ if (index.mipIndex < 0 || index.mipIndex >= mTexStorage->getLevelCount())
+ {
+ return false;
+ }
+
+ // Check the layer index
+ return (!index.hasLayer() || (index.layerIndex >= 0 && index.layerIndex < mLayerCounts[index.mipIndex]));
+}
+
+}