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-rw-r--r--src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp2550
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diff --git a/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp
new file mode 100644
index 0000000000..e725e2fefe
--- /dev/null
+++ b/src/3rdparty/angle/src/libGLESv2/renderer/d3d/TextureD3D.cpp
@@ -0,0 +1,2550 @@
+#include "precompiled.h"
+//
+// 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 "common/mathutil.h"
+#include "common/utilities.h"
+#include "libEGL/Surface.h"
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/main.h"
+#include "libGLESv2/formatutils.h"
+#include "libGLESv2/renderer/BufferImpl.h"
+#include "libGLESv2/renderer/RenderTarget.h"
+#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/renderer/d3d/ImageD3D.h"
+#include "libGLESv2/renderer/d3d/TextureD3D.h"
+#include "libGLESv2/renderer/d3d/TextureStorage.h"
+
+namespace rx
+{
+
+bool IsMipmapFiltered(const gl::SamplerState &samplerState)
+{
+ switch (samplerState.minFilter)
+ {
+ case GL_NEAREST:
+ case GL_LINEAR:
+ return false;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ case GL_LINEAR_MIPMAP_NEAREST:
+ case GL_NEAREST_MIPMAP_LINEAR:
+ case GL_LINEAR_MIPMAP_LINEAR:
+ return true;
+ default: UNREACHABLE();
+ return false;
+ }
+}
+
+bool IsRenderTargetUsage(GLenum usage)
+{
+ return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+}
+
+TextureD3D::TextureD3D(Renderer *renderer)
+ : mRenderer(renderer),
+ mUsage(GL_NONE),
+ mDirtyImages(true),
+ mImmutable(false)
+{
+}
+
+TextureD3D::~TextureD3D()
+{
+}
+
+GLint TextureD3D::getBaseLevelWidth() const
+{
+ const Image *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getWidth() : 0);
+}
+
+GLint TextureD3D::getBaseLevelHeight() const
+{
+ const Image *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getHeight() : 0);
+}
+
+GLint TextureD3D::getBaseLevelDepth() const
+{
+ const Image *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getDepth() : 0);
+}
+
+// Note: "base level image" is loosely defined to be any image from the base level,
+// where in the base of 2D array textures and cube maps there are several. Don't use
+// the base level image for anything except querying texture format and size.
+GLenum TextureD3D::getBaseLevelInternalFormat() const
+{
+ const Image *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
+}
+
+void TextureD3D::setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, Image *image)
+{
+ // No-op
+ if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
+ {
+ return;
+ }
+
+ // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
+ // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
+ const void *pixelData = pixels;
+
+ if (unpack.pixelBuffer.id() != 0)
+ {
+ // Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not supported
+ gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
+ ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels);
+ // TODO: setImage/subImage 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.
+ const void *bufferData = pixelBuffer->getImplementation()->getData();
+ pixelData = static_cast<const unsigned char *>(bufferData) + offset;
+ }
+
+ if (pixelData != NULL)
+ {
+ image->loadData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), unpack.alignment, type, pixelData);
+ mDirtyImages = true;
+ }
+}
+
+bool TextureD3D::subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, Image *image)
+{
+ const void *pixelData = pixels;
+
+ // CPU readback & copy where direct GPU copy is not supported
+ if (unpack.pixelBuffer.id() != 0)
+ {
+ gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
+ unsigned int offset = reinterpret_cast<unsigned int>(pixels);
+ // TODO: setImage/subImage 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.
+ const void *bufferData = pixelBuffer->getImplementation()->getData();
+ pixelData = static_cast<const unsigned char *>(bufferData) + offset;
+ }
+
+ if (pixelData != NULL)
+ {
+ image->loadData(xoffset, yoffset, zoffset, width, height, depth, unpack.alignment, type, pixelData);
+ mDirtyImages = true;
+ }
+
+ return true;
+}
+
+void TextureD3D::setCompressedImage(GLsizei imageSize, const void *pixels, Image *image)
+{
+ if (pixels != NULL)
+ {
+ image->loadCompressedData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), pixels);
+ mDirtyImages = true;
+ }
+}
+
+bool TextureD3D::subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+ GLenum format, GLsizei imageSize, const void *pixels, Image *image)
+{
+ if (pixels != NULL)
+ {
+ image->loadCompressedData(xoffset, yoffset, zoffset, width, height, depth, pixels);
+ mDirtyImages = true;
+ }
+
+ return true;
+}
+
+bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat)
+{
+ return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
+}
+
+bool TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
+ GLenum sizedInternalFormat, GLenum type, RenderTarget *destRenderTarget)
+{
+ if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
+ {
+ return true;
+ }
+
+ // In order to perform the fast copy through the shader, we must have the right format, and be able
+ // to create a render target.
+ ASSERT(mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat));
+
+ unsigned int offset = reinterpret_cast<unsigned int>(pixels);
+
+ return mRenderer->fastCopyBufferToTexture(unpack, offset, destRenderTarget, sizedInternalFormat, type, destArea);
+}
+
+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;
+}
+
+
+TextureD3D_2D::TextureD3D_2D(Renderer *renderer)
+ : TextureD3D(renderer),
+ Texture2DImpl(),
+ mTexStorage(NULL)
+{
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
+ }
+}
+
+TextureD3D_2D::~TextureD3D_2D()
+{
+ SafeDelete(mTexStorage);
+
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ delete mImageArray[i];
+ }
+}
+
+TextureD3D_2D *TextureD3D_2D::makeTextureD3D_2D(Texture2DImpl *texture)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_2D*, texture));
+ return static_cast<TextureD3D_2D*>(texture);
+}
+
+TextureStorageInterface *TextureD3D_2D::getNativeTexture()
+{
+ // ensure the underlying texture is created
+ initializeStorage(false);
+
+ TextureStorageInterface *storage = getBaseLevelStorage();
+ if (storage)
+ {
+ updateStorage();
+ }
+
+ return storage;
+}
+
+Image *TextureD3D_2D::getImage(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return mImageArray[level];
+}
+
+void TextureD3D_2D::setUsage(GLenum usage)
+{
+ mUsage = usage;
+}
+
+void TextureD3D_2D::resetDirty()
+{
+ mDirtyImages = false;
+}
+
+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;
+}
+
+GLenum TextureD3D_2D::getActualFormat(GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[level]->getActualFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_2D::isDepth(GLint level) const
+{
+ return gl::GetDepthBits(getInternalFormat(level)) > 0;
+}
+
+void TextureD3D_2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
+ : gl::GetSizedInternalFormat(format, type);
+ bool fastUnpacked = false;
+
+ // Attempt a fast gpu copy of the pixel data to the surface
+ if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
+ {
+ // Will try to create RT storage if it does not exist
+ RenderTarget *destRenderTarget = getRenderTarget(level);
+ gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
+
+ if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
+ {
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[level]->markClean();
+
+ fastUnpacked = true;
+ }
+ }
+
+ if (!fastUnpacked)
+ {
+ TextureD3D::setImage(unpack, type, pixels, mImageArray[level]);
+ }
+}
+
+void TextureD3D_2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
+{
+ TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
+}
+
+void TextureD3D_2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ bool fastUnpacked = false;
+
+ if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
+ {
+ RenderTarget *renderTarget = getRenderTarget(level);
+ gl::Box destArea(xoffset, yoffset, 0, width, height, 1);
+
+ if (renderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget))
+ {
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[level]->markClean();
+
+ fastUnpacked = true;
+ }
+ }
+
+ if (!fastUnpacked && TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[level]))
+ {
+ commitRect(level, xoffset, yoffset, width, height);
+ }
+}
+
+void TextureD3D_2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
+{
+ if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[level]))
+ {
+ commitRect(level, xoffset, yoffset, width, height);
+ }
+}
+
+void TextureD3D_2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ if (!mImageArray[level]->isRenderableFormat())
+ {
+ mImageArray[level]->copy(0, 0, 0, x, y, width, height, source);
+ mDirtyImages = true;
+ }
+ else
+ {
+ ensureRenderTarget();
+ mImageArray[level]->markClean();
+
+ if (width != 0 && height != 0 && isValidLevel(level))
+ {
+ gl::Rectangle sourceRect;
+ sourceRect.x = x;
+ sourceRect.width = width;
+ sourceRect.y = y;
+ sourceRect.height = height;
+
+ mRenderer->copyImage(source, sourceRect, format, 0, 0, mTexStorage, level);
+ }
+ }
+}
+
+void TextureD3D_2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
+ // the current level we're copying to is defined (with appropriate format, width & height)
+ bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
+
+ if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
+ {
+ mImageArray[level]->copy(xoffset, yoffset, 0, x, y, width, height, source);
+ mDirtyImages = true;
+ }
+ else
+ {
+ ensureRenderTarget();
+
+ if (isValidLevel(level))
+ {
+ updateStorageLevel(level);
+
+ gl::Rectangle sourceRect;
+ sourceRect.x = x;
+ sourceRect.width = width;
+ sourceRect.y = y;
+ sourceRect.height = height;
+
+ mRenderer->copyImage(source, sourceRect,
+ gl::GetFormat(getBaseLevelInternalFormat()),
+ xoffset, yoffset, mTexStorage, level);
+ }
+ }
+}
+
+void TextureD3D_2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ for (int level = 0; level < levels; level++)
+ {
+ GLsizei levelWidth = std::max(1, width >> level);
+ GLsizei levelHeight = std::max(1, height >> level);
+ mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, levelWidth, levelHeight, 1, true);
+ }
+
+ for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
+ }
+
+ mImmutable = true;
+
+ setCompleteTexStorage(new TextureStorageInterface2D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, levels));
+}
+
+// Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85.
+bool TextureD3D_2D::isSamplerComplete(const gl::SamplerState &samplerState) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+
+ if (width <= 0 || height <= 0)
+ {
+ return false;
+ }
+
+ if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0)).filterable)
+ {
+ if (samplerState.magFilter != GL_NEAREST ||
+ (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
+ {
+ return false;
+ }
+ }
+
+ // TODO(geofflang): use context's extensions
+ bool npotSupport = mRenderer->getRendererExtensions().textureNPOT;
+
+ if (!npotSupport)
+ {
+ if ((samplerState.wrapS != GL_CLAMP_TO_EDGE && !gl::isPow2(width)) ||
+ (samplerState.wrapT != GL_CLAMP_TO_EDGE && !gl::isPow2(height)))
+ {
+ return false;
+ }
+ }
+
+ if (IsMipmapFiltered(samplerState))
+ {
+ if (!npotSupport)
+ {
+ if (!gl::isPow2(width) || !gl::isPow2(height))
+ {
+ return false;
+ }
+ }
+
+ if (!isMipmapComplete())
+ {
+ return false;
+ }
+ }
+
+ // OpenGLES 3.0.2 spec section 3.8.13 states that a texture is not mipmap complete if:
+ // The internalformat specified for the texture arrays is a sized internal depth or
+ // depth and stencil format (see table 3.13), the value of TEXTURE_COMPARE_-
+ // MODE is NONE, and either the magnification filter is not NEAREST or the mini-
+ // fication filter is neither NEAREST nor NEAREST_MIPMAP_NEAREST.
+ if (gl::GetDepthBits(getInternalFormat(0)) > 0 && mRenderer->getCurrentClientVersion() > 2)
+ {
+ if (samplerState.compareMode == GL_NONE)
+ {
+ if ((samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST) ||
+ samplerState.magFilter != GL_NEAREST)
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+void TextureD3D_2D::bindTexImage(egl::Surface *surface)
+{
+ GLenum internalformat = surface->getFormat();
+
+ mImageArray[0]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, surface->getWidth(), surface->getHeight(), 1, true);
+
+ if (mTexStorage)
+ {
+ SafeDelete(mTexStorage);
+ }
+ mTexStorage = new TextureStorageInterface2D(mRenderer, surface->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(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
+ }
+}
+
+void TextureD3D_2D::generateMipmaps()
+{
+ int levelCount = mipLevels();
+
+ if (mTexStorage && mTexStorage->isRenderTarget())
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mTexStorage->generateMipmap(level);
+
+ mImageArray[level]->markClean();
+ }
+ }
+ else
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]);
+ }
+ }
+}
+
+unsigned int TextureD3D_2D::getRenderTargetSerial(GLint level)
+{
+ return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level) : 0);
+}
+
+RenderTarget *TextureD3D_2D::getRenderTarget(GLint level)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageLevel(level);
+
+ // ensure this is NOT a depth texture
+ if (isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level);
+}
+
+RenderTarget *TextureD3D_2D::getDepthSencil(GLint level)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageLevel(level);
+
+ // ensure this is actually a depth texture
+ if (!isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level);
+}
+
+// Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
+bool TextureD3D_2D::isMipmapComplete() const
+{
+ int levelCount = mipLevels();
+
+ for (int level = 0; level < levelCount; level++)
+ {
+ if (!isLevelComplete(level))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+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 Image *baseImage = getBaseLevelImage();
+
+ GLsizei width = baseImage->getWidth();
+ GLsizei height = baseImage->getHeight();
+
+ if (width <= 0 || height <= 0)
+ {
+ return false;
+ }
+
+ // The base image level is complete if the width and height are positive
+ if (level == 0)
+ {
+ return true;
+ }
+
+ ASSERT(level >= 1 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ 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;
+}
+
+// Constructs a native texture resource from the texture images
+void TextureD3D_2D::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return;
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(0))
+ {
+ return;
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+ setCompleteTexStorage(createCompleteStorage(createRenderTarget));
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ updateStorage();
+}
+
+TextureStorageInterface2D *TextureD3D_2D::createCompleteStorage(bool renderTarget) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+
+ ASSERT(width > 0 && height > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
+
+ return new TextureStorageInterface2D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, levels);
+}
+
+void TextureD3D_2D::setCompleteTexStorage(TextureStorageInterface2D *newCompleteTexStorage)
+{
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+
+ if (mTexStorage && mTexStorage->isManaged())
+ {
+ for (int level = 0; level < mTexStorage->getLevelCount(); level++)
+ {
+ mImageArray[level]->setManagedSurface(mTexStorage, level);
+ }
+ }
+
+ mDirtyImages = true;
+}
+
+void TextureD3D_2D::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[level]->isDirty() && isLevelComplete(level))
+ {
+ updateStorageLevel(level);
+ }
+ }
+}
+
+bool TextureD3D_2D::ensureRenderTarget()
+{
+ initializeStorage(true);
+
+ if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0)
+ {
+ ASSERT(mTexStorage);
+ if (!mTexStorage->isRenderTarget())
+ {
+ TextureStorageInterface2D *newRenderTargetStorage = createCompleteStorage(true);
+
+ if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
+ {
+ delete newRenderTargetStorage;
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ setCompleteTexStorage(newRenderTargetStorage);
+ }
+ }
+
+ return (mTexStorage && mTexStorage->isRenderTarget());
+}
+
+TextureStorageInterface *TextureD3D_2D::getBaseLevelStorage()
+{
+ return mTexStorage;
+}
+
+const ImageD3D *TextureD3D_2D::getBaseLevelImage() const
+{
+ return mImageArray[0];
+}
+
+void TextureD3D_2D::updateStorageLevel(int level)
+{
+ ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ASSERT(isLevelComplete(level));
+
+ if (mImageArray[level]->isDirty())
+ {
+ commitRect(level, 0, 0, getWidth(level), getHeight(level));
+ }
+}
+
+void TextureD3D_2D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, width, height, 1, false);
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ width != storageWidth ||
+ height != storageHeight ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->markDirty();
+ }
+
+ SafeDelete(mTexStorage);
+ mDirtyImages = true;
+ }
+ }
+}
+
+void TextureD3D_2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+{
+ if (isValidLevel(level))
+ {
+ ImageD3D *image = mImageArray[level];
+ if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, width, height))
+ {
+ image->markClean();
+ }
+ }
+}
+
+
+TextureD3D_Cube::TextureD3D_Cube(Renderer *renderer)
+ : TextureCubeImpl(),
+ TextureD3D(renderer),
+ mTexStorage(NULL)
+{
+ for (int i = 0; i < 6; i++)
+ {
+ for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
+ {
+ mImageArray[i][j] = ImageD3D::makeImageD3D(renderer->createImage());
+ }
+ }
+}
+
+TextureD3D_Cube::~TextureD3D_Cube()
+{
+ SafeDelete(mTexStorage);
+
+ for (int i = 0; i < 6; i++)
+ {
+ for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
+ {
+ SafeDelete(mImageArray[i][j]);
+ }
+ }
+}
+
+TextureD3D_Cube *TextureD3D_Cube::makeTextureD3D_Cube(TextureCubeImpl *texture)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_Cube*, texture));
+ return static_cast<TextureD3D_Cube*>(texture);
+}
+
+TextureStorageInterface *TextureD3D_Cube::getNativeTexture()
+{
+ // ensure the underlying texture is created
+ initializeStorage(false);
+
+ TextureStorageInterface *storage = getBaseLevelStorage();
+ if (storage)
+ {
+ updateStorage();
+ }
+
+ return storage;
+}
+
+Image *TextureD3D_Cube::getImage(GLenum target, int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return mImageArray[targetToIndex(target)][level];
+}
+
+void TextureD3D_Cube::setUsage(GLenum usage)
+{
+ mUsage = usage;
+}
+
+void TextureD3D_Cube::resetDirty()
+{
+ mDirtyImages = false;
+}
+
+GLenum TextureD3D_Cube::getInternalFormat(GLenum target, GLint level) const
+{
+ if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mImageArray[targetToIndex(target)][level]->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+bool TextureD3D_Cube::isDepth(GLenum target, GLint level) const
+{
+ return gl::GetDepthBits(getInternalFormat(target, level)) > 0;
+}
+
+void TextureD3D_Cube::setImage(int faceIndex, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
+ : gl::GetSizedInternalFormat(format, type);
+
+ redefineImage(faceIndex, level, sizedInternalFormat, width, height);
+
+ TextureD3D::setImage(unpack, type, pixels, mImageArray[faceIndex][level]);
+}
+
+void TextureD3D_Cube::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
+{
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ int faceIndex = targetToIndex(target);
+ redefineImage(faceIndex, level, format, width, height);
+
+ TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[faceIndex][level]);
+}
+
+void TextureD3D_Cube::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ int faceIndex = targetToIndex(target);
+ if (TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[faceIndex][level]))
+ {
+ commitRect(faceIndex, level, xoffset, yoffset, width, height);
+ }
+}
+
+void TextureD3D_Cube::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
+{
+ int faceIndex = targetToIndex(target);
+ if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[faceIndex][level]))
+ {
+ commitRect(faceIndex, level, xoffset, yoffset, width, height);
+ }
+}
+
+void TextureD3D_Cube::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ int faceIndex = targetToIndex(target);
+ GLenum sizedInternalFormat = gl::IsSizedInternalFormat(format) ? format
+ : gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
+ redefineImage(faceIndex, level, sizedInternalFormat, width, height);
+
+ if (!mImageArray[faceIndex][level]->isRenderableFormat())
+ {
+ mImageArray[faceIndex][level]->copy(0, 0, 0, x, y, width, height, source);
+ mDirtyImages = true;
+ }
+ else
+ {
+ ensureRenderTarget();
+ mImageArray[faceIndex][level]->markClean();
+
+ ASSERT(width == height);
+
+ if (width > 0 && isValidFaceLevel(faceIndex, level))
+ {
+ gl::Rectangle sourceRect;
+ sourceRect.x = x;
+ sourceRect.width = width;
+ sourceRect.y = y;
+ sourceRect.height = height;
+
+ mRenderer->copyImage(source, sourceRect, format, 0, 0, mTexStorage, target, level);
+ }
+ }
+}
+
+void TextureD3D_Cube::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ int faceIndex = targetToIndex(target);
+
+ // We can only make our texture storage to a render target if the level we're copying *to* is complete
+ // and the base level is cube-complete. The base level must be cube complete (common case) because we cannot
+ // rely on the "getBaseLevel*" methods reliably otherwise.
+ bool canCreateRenderTarget = isFaceLevelComplete(faceIndex, level) && isCubeComplete();
+
+ if (!mImageArray[faceIndex][level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
+ {
+ mImageArray[faceIndex][level]->copy(0, 0, 0, x, y, width, height, source);
+ mDirtyImages = true;
+ }
+ else
+ {
+ ensureRenderTarget();
+
+ if (isValidFaceLevel(faceIndex, level))
+ {
+ updateStorageFaceLevel(faceIndex, level);
+
+ gl::Rectangle sourceRect;
+ sourceRect.x = x;
+ sourceRect.width = width;
+ sourceRect.y = y;
+ sourceRect.height = height;
+
+ mRenderer->copyImage(source, sourceRect, gl::GetFormat(getBaseLevelInternalFormat()),
+ xoffset, yoffset, mTexStorage, target, level);
+ }
+ }
+}
+
+void TextureD3D_Cube::storage(GLsizei levels, GLenum internalformat, GLsizei size)
+{
+ for (int level = 0; level < levels; level++)
+ {
+ GLsizei mipSize = std::max(1, size >> level);
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, mipSize, mipSize, 1, true);
+ }
+ }
+
+ for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, GL_NONE, 0, 0, 0, true);
+ }
+ }
+
+ mImmutable = true;
+
+ setCompleteTexStorage(new TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), size, levels));
+}
+
+bool TextureD3D_Cube::isSamplerComplete(const gl::SamplerState &samplerState) const
+{
+ int size = getBaseLevelWidth();
+
+ bool mipmapping = IsMipmapFiltered(samplerState);
+
+ // TODO(geofflang): use context's texture caps
+ if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0)).filterable)
+ {
+ if (samplerState.magFilter != GL_NEAREST ||
+ (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
+ {
+ return false;
+ }
+ }
+
+ // TODO(geofflang): use context's extensions
+ if (!gl::isPow2(size) && !mRenderer->getRendererExtensions().textureNPOT)
+ {
+ if (samplerState.wrapS != GL_CLAMP_TO_EDGE || samplerState.wrapT != GL_CLAMP_TO_EDGE || mipmapping)
+ {
+ return false;
+ }
+ }
+
+ if (!mipmapping)
+ {
+ if (!isCubeComplete())
+ {
+ return false;
+ }
+ }
+ else
+ {
+ if (!isMipmapCubeComplete()) // Also tests for isCubeComplete()
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
+bool 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::generateMipmaps()
+{
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ int faceLevelSize = (std::max(mImageArray[faceIndex][0]->getWidth() >> level, 1));
+ redefineImage(faceIndex, level, mImageArray[faceIndex][0]->getInternalFormat(), faceLevelSize, faceLevelSize);
+ }
+ }
+
+ if (mTexStorage && mTexStorage->isRenderTarget())
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mTexStorage->generateMipmap(faceIndex, level);
+
+ mImageArray[faceIndex][level]->markClean();
+ }
+ }
+ }
+ else
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mRenderer->generateMipmap(mImageArray[faceIndex][level], mImageArray[faceIndex][level - 1]);
+ }
+ }
+ }
+}
+
+unsigned int TextureD3D_Cube::getRenderTargetSerial(GLenum target, GLint level)
+{
+ return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(target, level) : 0);
+}
+
+RenderTarget *TextureD3D_Cube::getRenderTarget(GLenum target, GLint level)
+{
+ ASSERT(gl::IsCubemapTextureTarget(target));
+
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageFaceLevel(targetToIndex(target), level);
+
+ // ensure this is NOT a depth texture
+ if (isDepth(target, level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(target, level);
+}
+
+RenderTarget *TextureD3D_Cube::getDepthStencil(GLenum target, GLint level)
+{
+ ASSERT(gl::IsCubemapTextureTarget(target));
+
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageFaceLevel(targetToIndex(target), level);
+
+ // ensure this is a depth texture
+ if (!isDepth(target, level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(target, level);
+}
+
+int TextureD3D_Cube::targetToIndex(GLenum target)
+{
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
+
+ return target - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
+}
+
+void TextureD3D_Cube::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return;
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isFaceLevelComplete(0, 0))
+ {
+ return;
+ }
+
+ bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+ setCompleteTexStorage(createCompleteStorage(createRenderTarget));
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ updateStorage();
+}
+
+TextureStorageInterfaceCube *TextureD3D_Cube::createCompleteStorage(bool renderTarget) const
+{
+ GLsizei size = getBaseLevelWidth();
+
+ ASSERT(size > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(size, size, 1));
+
+ return new TextureStorageInterfaceCube(mRenderer, getBaseLevelInternalFormat(), renderTarget, size, levels);
+}
+
+void TextureD3D_Cube::setCompleteTexStorage(TextureStorageInterfaceCube *newCompleteTexStorage)
+{
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+
+ if (mTexStorage && mTexStorage->isManaged())
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ for (int level = 0; level < mTexStorage->getLevelCount(); level++)
+ {
+ mImageArray[faceIndex][level]->setManagedSurface(mTexStorage, faceIndex, level);
+ }
+ }
+ }
+
+ mDirtyImages = true;
+}
+
+void 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))
+ {
+ updateStorageFaceLevel(face, level);
+ }
+ }
+ }
+}
+
+bool TextureD3D_Cube::ensureRenderTarget()
+{
+ initializeStorage(true);
+
+ if (getBaseLevelWidth() > 0)
+ {
+ ASSERT(mTexStorage);
+ if (!mTexStorage->isRenderTarget())
+ {
+ TextureStorageInterfaceCube *newRenderTargetStorage = createCompleteStorage(true);
+
+ if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
+ {
+ delete newRenderTargetStorage;
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ setCompleteTexStorage(newRenderTargetStorage);
+ }
+ }
+
+ return (mTexStorage && mTexStorage->isRenderTarget());
+}
+
+TextureStorageInterface *TextureD3D_Cube::getBaseLevelStorage()
+{
+ return mTexStorage;
+}
+
+const ImageD3D *TextureD3D_Cube::getBaseLevelImage() const
+{
+ // Note: if we are not cube-complete, there is no single base level image that can describe all
+ // cube faces, so this method is only well-defined for a cube-complete base level.
+ return mImageArray[0][0];
+}
+
+bool TextureD3D_Cube::isMipmapCubeComplete() const
+{
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ if (!isCubeComplete())
+ {
+ return false;
+ }
+
+ int levelCount = mipLevels();
+
+ for (int face = 0; face < 6; face++)
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ if (!isFaceLevelComplete(face, level))
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+bool 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;
+}
+
+void 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())
+ {
+ commitRect(faceIndex, level, 0, 0, image->getWidth(), image->getHeight());
+ }
+}
+
+void TextureD3D_Cube::redefineImage(int faceIndex, GLint level, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, width, height, 1, false);
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ width != storageWidth ||
+ height != storageHeight ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+ {
+ mImageArray[faceIndex][level]->markDirty();
+ }
+ }
+
+ SafeDelete(mTexStorage);
+
+ mDirtyImages = true;
+ }
+ }
+}
+
+void TextureD3D_Cube::commitRect(int faceIndex, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+{
+ if (isValidFaceLevel(faceIndex, level))
+ {
+ ImageD3D *image = mImageArray[faceIndex][level];
+ if (image->copyToStorage(mTexStorage, faceIndex, level, xoffset, yoffset, width, height))
+ image->markClean();
+ }
+}
+
+
+TextureD3D_3D::TextureD3D_3D(Renderer *renderer)
+ : Texture3DImpl(),
+ TextureD3D(renderer),
+ mTexStorage(NULL)
+{
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
+ }
+}
+
+TextureD3D_3D::~TextureD3D_3D()
+{
+ SafeDelete(mTexStorage);
+
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+ {
+ delete mImageArray[i];
+ }
+}
+
+TextureD3D_3D *TextureD3D_3D::makeTextureD3D_3D(Texture3DImpl *texture)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_3D*, texture));
+ return static_cast<TextureD3D_3D*>(texture);
+}
+
+TextureStorageInterface *TextureD3D_3D::getNativeTexture()
+{
+ // ensure the underlying texture is created
+ initializeStorage(false);
+
+ TextureStorageInterface *storage = getBaseLevelStorage();
+ if (storage)
+ {
+ updateStorage();
+ }
+
+ return storage;
+}
+
+Image *TextureD3D_3D::getImage(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return mImageArray[level];
+}
+
+void TextureD3D_3D::setUsage(GLenum usage)
+{
+ mUsage = usage;
+}
+
+void TextureD3D_3D::resetDirty()
+{
+ mDirtyImages = false;
+}
+
+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::GetDepthBits(getInternalFormat(level)) > 0;
+}
+
+void TextureD3D_3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
+ : gl::GetSizedInternalFormat(format, type);
+ redefineImage(level, sizedInternalFormat, width, height, depth);
+
+ bool fastUnpacked = false;
+
+ // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+ if (isFastUnpackable(unpack, sizedInternalFormat))
+ {
+ // Will try to create RT storage if it does not exist
+ RenderTarget *destRenderTarget = getRenderTarget(level);
+ gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
+
+ if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
+ {
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[level]->markClean();
+
+ fastUnpacked = true;
+ }
+ }
+
+ if (!fastUnpacked)
+ {
+ TextureD3D::setImage(unpack, type, pixels, mImageArray[level]);
+ }
+}
+
+void TextureD3D_3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
+{
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ redefineImage(level, format, width, height, depth);
+
+ TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
+}
+
+void TextureD3D_3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ bool fastUnpacked = false;
+
+ // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+ if (isFastUnpackable(unpack, getInternalFormat(level)))
+ {
+ RenderTarget *destRenderTarget = getRenderTarget(level);
+ gl::Box destArea(xoffset, yoffset, zoffset, width, height, depth);
+
+ if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, destRenderTarget))
+ {
+ // Ensure we don't overwrite our newly initialized data
+ mImageArray[level]->markClean();
+
+ fastUnpacked = true;
+ }
+ }
+
+ if (!fastUnpacked && TextureD3D::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels, mImageArray[level]))
+ {
+ commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
+ }
+}
+
+void TextureD3D_3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
+{
+ if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
+ {
+ commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
+ }
+}
+
+void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
+ // the current level we're copying to is defined (with appropriate format, width & height)
+ bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
+
+ if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
+ {
+ mImageArray[level]->copy(xoffset, yoffset, zoffset, x, y, width, height, source);
+ mDirtyImages = true;
+ }
+ else
+ {
+ ensureRenderTarget();
+
+ if (isValidLevel(level))
+ {
+ updateStorageLevel(level);
+
+ gl::Rectangle sourceRect;
+ sourceRect.x = x;
+ sourceRect.width = width;
+ sourceRect.y = y;
+ sourceRect.height = height;
+
+ mRenderer->copyImage(source, sourceRect,
+ gl::GetFormat(getBaseLevelInternalFormat()),
+ xoffset, yoffset, zoffset, mTexStorage, level);
+ }
+ }
+}
+
+void TextureD3D_3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+ for (int level = 0; level < levels; level++)
+ {
+ GLsizei levelWidth = std::max(1, width >> level);
+ GLsizei levelHeight = std::max(1, height >> level);
+ GLsizei levelDepth = std::max(1, depth >> level);
+ mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, levelWidth, levelHeight, levelDepth, true);
+ }
+
+ for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, GL_NONE, 0, 0, 0, true);
+ }
+
+ mImmutable = true;
+
+ setCompleteTexStorage(new TextureStorageInterface3D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels));
+}
+
+bool TextureD3D_3D::isSamplerComplete(const gl::SamplerState &samplerState) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getBaseLevelDepth();
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return false;
+ }
+
+ // TODO(geofflang): use context's texture caps
+ if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0)).filterable)
+ {
+ if (samplerState.magFilter != GL_NEAREST ||
+ (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
+ {
+ return false;
+ }
+ }
+
+ if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_3D::isMipmapComplete() const
+{
+ int levelCount = mipLevels();
+
+ for (int level = 0; level < levelCount; level++)
+ {
+ if (!isLevelComplete(level))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+void TextureD3D_3D::generateMipmaps()
+{
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int level = 1; level < levelCount; level++)
+ {
+ redefineImage(level, getBaseLevelInternalFormat(),
+ std::max(getBaseLevelWidth() >> level, 1),
+ std::max(getBaseLevelHeight() >> level, 1),
+ std::max(getBaseLevelDepth() >> level, 1));
+ }
+
+ if (mTexStorage && mTexStorage->isRenderTarget())
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mTexStorage->generateMipmap(level);
+
+ mImageArray[level]->markClean();
+ }
+ }
+ else
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]);
+ }
+ }
+}
+
+unsigned int TextureD3D_3D::getRenderTargetSerial(GLint level, GLint layer)
+{
+ return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0);
+}
+
+RenderTarget *TextureD3D_3D::getRenderTarget(GLint level)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageLevel(level);
+
+ // ensure this is NOT a depth texture
+ if (isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level);
+}
+
+RenderTarget *TextureD3D_3D::getRenderTarget(GLint level, GLint layer)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorage();
+
+ // ensure this is NOT a depth texture
+ if (isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level, layer);
+}
+
+RenderTarget *TextureD3D_3D::getDepthStencil(GLint level, GLint layer)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageLevel(level);
+
+ // ensure this is a depth texture
+ if (!isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level, layer);
+}
+
+void TextureD3D_3D::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return;
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(0))
+ {
+ return;
+ }
+
+ bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+
+ setCompleteTexStorage(createCompleteStorage(createRenderTarget));
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ updateStorage();
+}
+
+TextureStorageInterface3D *TextureD3D_3D::createCompleteStorage(bool renderTarget) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getBaseLevelDepth();
+
+ ASSERT(width > 0 && height > 0 && depth > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, depth));
+
+ return new TextureStorageInterface3D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels);
+}
+
+void TextureD3D_3D::setCompleteTexStorage(TextureStorageInterface3D *newCompleteTexStorage)
+{
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+ mDirtyImages = true;
+
+ // We do not support managed 3D storage, as that is D3D9/ES2-only
+ ASSERT(!mTexStorage->isManaged());
+}
+
+void TextureD3D_3D::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (mImageArray[level]->isDirty() && isLevelComplete(level))
+ {
+ updateStorageLevel(level);
+ }
+ }
+}
+
+bool TextureD3D_3D::ensureRenderTarget()
+{
+ initializeStorage(true);
+
+ if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getBaseLevelDepth() > 0)
+ {
+ ASSERT(mTexStorage);
+ if (!mTexStorage->isRenderTarget())
+ {
+ TextureStorageInterface3D *newRenderTargetStorage = createCompleteStorage(true);
+
+ if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
+ {
+ delete newRenderTargetStorage;
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ setCompleteTexStorage(newRenderTargetStorage);
+ }
+ }
+
+ return (mTexStorage && mTexStorage->isRenderTarget());
+}
+
+TextureStorageInterface *TextureD3D_3D::getBaseLevelStorage()
+{
+ return mTexStorage;
+}
+
+const ImageD3D *TextureD3D_3D::getBaseLevelImage() const
+{
+ return mImageArray[0];
+}
+
+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;
+}
+
+void TextureD3D_3D::updateStorageLevel(int level)
+{
+ ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+ ASSERT(isLevelComplete(level));
+
+ if (mImageArray[level]->isDirty())
+ {
+ commitRect(level, 0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
+ }
+}
+
+void TextureD3D_3D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const int storageDepth = std::max(1, getBaseLevelDepth() >> level);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, width, height, depth, false);
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ width != storageWidth ||
+ height != storageHeight ||
+ depth != storageDepth ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+ {
+ mImageArray[i]->markDirty();
+ }
+
+ SafeDelete(mTexStorage);
+ mDirtyImages = true;
+ }
+ }
+}
+
+void TextureD3D_3D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
+{
+ if (isValidLevel(level))
+ {
+ ImageD3D *image = mImageArray[level];
+ if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, zoffset, width, height, depth))
+ {
+ image->markClean();
+ }
+ }
+}
+
+
+TextureD3D_2DArray::TextureD3D_2DArray(Renderer *renderer)
+ : Texture2DArrayImpl(),
+ TextureD3D(renderer),
+ mTexStorage(NULL)
+{
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+ {
+ mLayerCounts[level] = 0;
+ mImageArray[level] = NULL;
+ }
+}
+
+TextureD3D_2DArray::~TextureD3D_2DArray()
+{
+ SafeDelete(mTexStorage);
+
+ deleteImages();
+}
+
+TextureD3D_2DArray *TextureD3D_2DArray::makeTextureD3D_2DArray(Texture2DArrayImpl *texture)
+{
+ ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_2DArray*, texture));
+ return static_cast<TextureD3D_2DArray*>(texture);
+}
+
+TextureStorageInterface *TextureD3D_2DArray::getNativeTexture()
+{
+ // ensure the underlying texture is created
+ initializeStorage(false);
+
+ TextureStorageInterface *storage = getBaseLevelStorage();
+ if (storage)
+ {
+ updateStorage();
+ }
+
+ return storage;
+}
+
+Image *TextureD3D_2DArray::getImage(int level, int layer) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ ASSERT(layer < mLayerCounts[level]);
+ return mImageArray[level][layer];
+}
+
+GLsizei TextureD3D_2DArray::getLayerCount(int level) const
+{
+ ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+ return mLayerCounts[level];
+}
+
+void TextureD3D_2DArray::setUsage(GLenum usage)
+{
+ mUsage = usage;
+}
+
+void TextureD3D_2DArray::resetDirty()
+{
+ mDirtyImages = false;
+}
+
+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;
+}
+
+GLsizei TextureD3D_2DArray::getLayers(GLint level) const
+{
+ return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mLayerCounts[level] : 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::GetDepthBits(getInternalFormat(level)) > 0;
+}
+
+void TextureD3D_2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
+ : gl::GetSizedInternalFormat(format, type);
+ redefineImage(level, sizedInternalFormat, width, height, depth);
+
+ GLsizei inputDepthPitch = gl::GetDepthPitch(sizedInternalFormat, type, width, height, unpack.alignment);
+
+ for (int i = 0; i < depth; i++)
+ {
+ const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
+ TextureD3D::setImage(unpack, type, layerPixels, mImageArray[level][i]);
+ }
+}
+
+void TextureD3D_2DArray::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
+{
+ // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+ redefineImage(level, format, width, height, depth);
+
+ GLsizei inputDepthPitch = gl::GetDepthPitch(format, GL_UNSIGNED_BYTE, width, height, 1);
+
+ for (int i = 0; i < depth; i++)
+ {
+ const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
+ TextureD3D::setCompressedImage(imageSize, layerPixels, mImageArray[level][i]);
+ }
+}
+
+void TextureD3D_2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+ GLenum internalformat = getInternalFormat(level);
+ GLsizei inputDepthPitch = gl::GetDepthPitch(internalformat, type, width, height, unpack.alignment);
+
+ for (int i = 0; i < depth; i++)
+ {
+ int layer = zoffset + i;
+ const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
+
+ if (TextureD3D::subImage(xoffset, yoffset, zoffset, width, height, 1, format, type, unpack, layerPixels, mImageArray[level][layer]))
+ {
+ commitRect(level, xoffset, yoffset, layer, width, height);
+ }
+ }
+}
+
+void TextureD3D_2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
+{
+ GLsizei inputDepthPitch = gl::GetDepthPitch(format, GL_UNSIGNED_BYTE, width, height, 1);
+
+ for (int i = 0; i < depth; i++)
+ {
+ int layer = zoffset + i;
+ const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
+
+ if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, 1, format, imageSize, layerPixels, mImageArray[level][layer]))
+ {
+ commitRect(level, xoffset, yoffset, layer, width, height);
+ }
+ }
+}
+
+void TextureD3D_2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+ // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
+ // the current level we're copying to is defined (with appropriate format, width & height)
+ bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
+
+ if (!mImageArray[level][0]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
+ {
+ mImageArray[level][zoffset]->copy(xoffset, yoffset, 0, x, y, width, height, source);
+ mDirtyImages = true;
+ }
+ else
+ {
+ ensureRenderTarget();
+
+ if (isValidLevel(level))
+ {
+ updateStorageLevel(level);
+
+ gl::Rectangle sourceRect;
+ sourceRect.x = x;
+ sourceRect.width = width;
+ sourceRect.y = y;
+ sourceRect.height = height;
+
+ mRenderer->copyImage(source, sourceRect, gl::GetFormat(getInternalFormat(0)),
+ xoffset, yoffset, zoffset, mTexStorage, level);
+ }
+ }
+}
+
+void TextureD3D_2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+ deleteImages();
+
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ GLsizei levelWidth = std::max(1, width >> level);
+ GLsizei levelHeight = std::max(1, height >> level);
+
+ mLayerCounts[level] = (level < levels ? depth : 0);
+
+ if (mLayerCounts[level] > 0)
+ {
+ // Create new images for this level
+ mImageArray[level] = new ImageD3D*[mLayerCounts[level]];
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer] = ImageD3D::makeImageD3D(mRenderer->createImage());
+ mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, levelWidth,
+ levelHeight, 1, true);
+ }
+ }
+ }
+
+ mImmutable = true;
+ setCompleteTexStorage(new TextureStorageInterface2DArray(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels));
+}
+
+bool TextureD3D_2DArray::isSamplerComplete(const gl::SamplerState &samplerState) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getLayers(0);
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return false;
+ }
+
+ // TODO(geofflang): use context's texture caps
+ if (!mRenderer->getRendererTextureCaps().get(getBaseLevelInternalFormat()).filterable)
+ {
+ if (samplerState.magFilter != GL_NEAREST ||
+ (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
+ {
+ return false;
+ }
+ }
+
+ if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool TextureD3D_2DArray::isMipmapComplete() const
+{
+ int levelCount = mipLevels();
+
+ for (int level = 1; level < levelCount; level++)
+ {
+ if (!isLevelComplete(level))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+void TextureD3D_2DArray::generateMipmaps()
+{
+ int baseWidth = getBaseLevelWidth();
+ int baseHeight = getBaseLevelHeight();
+ int baseDepth = getBaseLevelDepth();
+ GLenum baseFormat = getBaseLevelInternalFormat();
+
+ // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+ int levelCount = mipLevels();
+ for (int level = 1; level < levelCount; level++)
+ {
+ redefineImage(level, baseFormat, std::max(baseWidth >> level, 1), std::max(baseHeight >> level, 1), baseDepth);
+ }
+
+ if (mTexStorage && mTexStorage->isRenderTarget())
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ mTexStorage->generateMipmap(level);
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer]->markClean();
+ }
+ }
+ }
+ else
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mRenderer->generateMipmap(mImageArray[level][layer], mImageArray[level - 1][layer]);
+ }
+ }
+ }
+}
+
+unsigned int TextureD3D_2DArray::getRenderTargetSerial(GLint level, GLint layer)
+{
+ return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0);
+}
+
+RenderTarget *TextureD3D_2DArray::getRenderTarget(GLint level, GLint layer)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageLevel(level);
+
+ // ensure this is NOT a depth texture
+ if (isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level, layer);
+}
+
+RenderTarget *TextureD3D_2DArray::getDepthStencil(GLint level, GLint layer)
+{
+ // ensure the underlying texture is created
+ if (!ensureRenderTarget())
+ {
+ return NULL;
+ }
+
+ updateStorageLevel(level);
+
+ // ensure this is a depth texture
+ if (!isDepth(level))
+ {
+ return NULL;
+ }
+
+ return mTexStorage->getRenderTarget(level, layer);
+}
+
+void TextureD3D_2DArray::initializeStorage(bool renderTarget)
+{
+ // Only initialize the first time this texture is used as a render target or shader resource
+ if (mTexStorage)
+ {
+ return;
+ }
+
+ // do not attempt to create storage for nonexistant data
+ if (!isLevelComplete(0))
+ {
+ return;
+ }
+
+ bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+
+ setCompleteTexStorage(createCompleteStorage(createRenderTarget));
+ ASSERT(mTexStorage);
+
+ // flush image data to the storage
+ updateStorage();
+}
+
+TextureStorageInterface2DArray *TextureD3D_2DArray::createCompleteStorage(bool renderTarget) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getLayers(0);
+
+ ASSERT(width > 0 && height > 0 && depth > 0);
+
+ // use existing storage level count, when previously specified by TexStorage*D
+ GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
+
+ return new TextureStorageInterface2DArray(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels);
+}
+
+void TextureD3D_2DArray::setCompleteTexStorage(TextureStorageInterface2DArray *newCompleteTexStorage)
+{
+ SafeDelete(mTexStorage);
+ mTexStorage = newCompleteTexStorage;
+ mDirtyImages = true;
+
+ // We do not support managed 2D array storage, as managed storage is ES2/D3D9 only
+ ASSERT(!mTexStorage->isManaged());
+}
+
+void TextureD3D_2DArray::updateStorage()
+{
+ ASSERT(mTexStorage != NULL);
+ GLint storageLevels = mTexStorage->getLevelCount();
+ for (int level = 0; level < storageLevels; level++)
+ {
+ if (isLevelComplete(level))
+ {
+ updateStorageLevel(level);
+ }
+ }
+}
+
+bool TextureD3D_2DArray::ensureRenderTarget()
+{
+ initializeStorage(true);
+
+ if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getLayers(0) > 0)
+ {
+ ASSERT(mTexStorage);
+ if (!mTexStorage->isRenderTarget())
+ {
+ TextureStorageInterface2DArray *newRenderTargetStorage = createCompleteStorage(true);
+
+ if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
+ {
+ delete newRenderTargetStorage;
+ return gl::error(GL_OUT_OF_MEMORY, false);
+ }
+
+ setCompleteTexStorage(newRenderTargetStorage);
+ }
+ }
+
+ return (mTexStorage && mTexStorage->isRenderTarget());
+}
+
+const ImageD3D *TextureD3D_2DArray::getBaseLevelImage() const
+{
+ return (mLayerCounts[0] > 0 ? mImageArray[0][0] : NULL);
+}
+
+TextureStorageInterface *TextureD3D_2DArray::getBaseLevelStorage()
+{
+ return mTexStorage;
+}
+
+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 = getLayers(0);
+
+ if (width <= 0 || height <= 0 || layers <= 0)
+ {
+ return false;
+ }
+
+ if (level == 0)
+ {
+ return true;
+ }
+
+ if (getInternalFormat(level) != getInternalFormat(0))
+ {
+ return false;
+ }
+
+ if (getWidth(level) != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (getHeight(level) != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ if (getLayers(level) != layers)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+void 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())
+ {
+ commitRect(level, 0, 0, layer, getWidth(level), getHeight(level));
+ }
+ }
+}
+
+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, GLsizei width, GLsizei height, GLsizei depth)
+{
+ // If there currently is a corresponding storage texture image, it has these parameters
+ const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+ const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+ const int storageDepth = getLayers(0);
+ const GLenum storageFormat = getBaseLevelInternalFormat();
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ delete mImageArray[level][layer];
+ }
+ delete[] mImageArray[level];
+ mImageArray[level] = NULL;
+ mLayerCounts[level] = depth;
+
+ if (depth > 0)
+ {
+ mImageArray[level] = new ImageD3D*[depth]();
+
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer] = ImageD3D::makeImageD3D(mRenderer->createImage());
+ mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, width, height, 1, false);
+ }
+ }
+
+ if (mTexStorage)
+ {
+ const int storageLevels = mTexStorage->getLevelCount();
+
+ if ((level >= storageLevels && storageLevels != 0) ||
+ width != storageWidth ||
+ height != storageHeight ||
+ depth != storageDepth ||
+ internalformat != storageFormat) // Discard mismatched storage
+ {
+ for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+ {
+ for (int layer = 0; layer < mLayerCounts[level]; layer++)
+ {
+ mImageArray[level][layer]->markDirty();
+ }
+ }
+
+ delete mTexStorage;
+ mTexStorage = NULL;
+ mDirtyImages = true;
+ }
+ }
+}
+
+void TextureD3D_2DArray::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint layerTarget, GLsizei width, GLsizei height)
+{
+ if (isValidLevel(level) && layerTarget < getLayers(level))
+ {
+ ImageD3D *image = mImageArray[level][layerTarget];
+ if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, layerTarget, width, height))
+ {
+ image->markClean();
+ }
+ }
+}
+
+}