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author | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
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committer | Matt A. Tobin <mattatobin@localhost.localdomain> | 2018-02-02 04:16:08 -0500 |
commit | 5f8de423f190bbb79a62f804151bc24824fa32d8 (patch) | |
tree | 10027f336435511475e392454359edea8e25895d /gfx/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp | |
parent | 49ee0794b5d912db1f95dce6eb52d781dc210db5 (diff) | |
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Add m-esr52 at 52.6.0
Diffstat (limited to 'gfx/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp')
-rwxr-xr-x | gfx/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp | 3086 |
1 files changed, 3086 insertions, 0 deletions
diff --git a/gfx/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp b/gfx/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp new file mode 100755 index 000000000..287700264 --- /dev/null +++ b/gfx/angle/src/libANGLE/renderer/d3d/TextureD3D.cpp @@ -0,0 +1,3086 @@ +// +// 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/Image.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/EGLImageD3D.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; + ANGLE_TRY(bufferD3D->getData(&bufferData)); + *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(const gl::TextureState &state, RendererD3D *renderer) + : TextureImpl(state), + mRenderer(renderer), + mDirtyImages(true), + mImmutable(false), + mTexStorage(nullptr), + mBaseLevel(0) +{ +} + +TextureD3D::~TextureD3D() +{ +} + +gl::Error TextureD3D::getNativeTexture(TextureStorage **outStorage) +{ + // ensure the underlying texture is created + ANGLE_TRY(initializeStorage(false)); + + if (mTexStorage) + { + ANGLE_TRY(updateStorage()); + } + + ASSERT(outStorage); + + *outStorage = mTexStorage; + return gl::NoError(); +} + +GLint TextureD3D::getLevelZeroWidth() const +{ + ASSERT(gl::CountLeadingZeros(static_cast<uint32_t>(getBaseLevelWidth())) > getBaseLevel()); + return getBaseLevelWidth() << mBaseLevel; +} + +GLint TextureD3D::getLevelZeroHeight() const +{ + ASSERT(gl::CountLeadingZeros(static_cast<uint32_t>(getBaseLevelHeight())) > getBaseLevel()); + return getBaseLevelHeight() << mBaseLevel; +} + +GLint TextureD3D::getLevelZeroDepth() const +{ + return getBaseLevelDepth(); +} + +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::setImageImpl(const gl::ImageIndex &index, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels, + ptrdiff_t layerOffset) +{ + 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; + ANGLE_TRY(GetUnpackPointer(unpack, pixels, layerOffset, &pixelData)); + + if (pixelData != nullptr) + { + if (shouldUseSetData(image)) + { + ANGLE_TRY(mTexStorage->setData(index, image, NULL, type, unpack, pixelData)); + } + else + { + gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth()); + ANGLE_TRY(image->loadData(fullImageArea, unpack, type, pixelData, index.is3D())); + } + + mDirtyImages = true; + } + + return gl::NoError(); +} + +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; + ANGLE_TRY(GetUnpackPointer(unpack, pixels, layerOffset, &pixelData)); + + if (pixelData != NULL) + { + ImageD3D *image = getImage(index); + ASSERT(image); + + if (shouldUseSetData(image)) + { + return mTexStorage->setData(index, image, &area, type, unpack, pixelData); + } + + ANGLE_TRY(image->loadData(area, unpack, type, pixelData, index.is3D())); + ANGLE_TRY(commitRegion(index, area)); + mDirtyImages = true; + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureD3D::setCompressedImageImpl(const gl::ImageIndex &index, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels, + ptrdiff_t layerOffset) +{ + ImageD3D *image = getImage(index); + ASSERT(image); + + if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0) + { + return gl::NoError(); + } + + // 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; + ANGLE_TRY(GetUnpackPointer(unpack, pixels, layerOffset, &pixelData)); + + if (pixelData != NULL) + { + gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth()); + ANGLE_TRY(image->loadCompressedData(fullImageArea, pixelData)); + + 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) +{ + const uint8_t *pixelData = NULL; + ANGLE_TRY(GetUnpackPointer(unpack, pixels, layerOffset, &pixelData)); + + if (pixelData != NULL) + { + ImageD3D *image = getImage(index); + ASSERT(image); + + ANGLE_TRY(image->loadCompressedData(area, pixelData)); + + 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) +{ + if (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || + unpack.skipImages != 0) + { + // TODO(jmadill): additional unpack parameters + UNIMPLEMENTED(); + return gl::Error(GL_INVALID_OPERATION, + "Unimplemented pixel store parameters in fastUnpackPixels"); + } + + // 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); + + ANGLE_TRY(mRenderer->fastCopyBufferToTexture(unpack, static_cast<unsigned int>(offset), + destRenderTarget, sizedInternalFormat, type, + destArea)); + + return gl::NoError(); +} + +GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const +{ + if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) || + mRenderer->getNativeExtensions().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; + } +} + +TextureStorage *TextureD3D::getStorage() +{ + ASSERT(mTexStorage); + return mTexStorage; +} + +ImageD3D *TextureD3D::getBaseLevelImage() const +{ + if (mBaseLevel >= gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) + { + return nullptr; + } + return getImage(getImageIndex(mBaseLevel, 0)); +} + +gl::Error TextureD3D::setImageExternal(GLenum target, + egl::Stream *stream, + const egl::Stream::GLTextureDescription &desc) +{ + // Only external images can accept external textures + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error TextureD3D::generateMipmap() +{ + const GLuint baseLevel = mState.getEffectiveBaseLevel(); + const GLuint maxLevel = mState.getMipmapMaxLevel(); + ASSERT(maxLevel > baseLevel); // Should be checked before calling this. + + if (mTexStorage && mRenderer->getWorkarounds().zeroMaxLodWorkaround) + { + // Switch to using the mipmapped texture. + TextureStorage *textureStorage = NULL; + ANGLE_TRY(getNativeTexture(&textureStorage)); + ANGLE_TRY(textureStorage->useLevelZeroWorkaroundTexture(false)); + } + + // Set up proper mipmap chain in our Image array. + initMipmapImages(); + + if (mTexStorage && mTexStorage->supportsNativeMipmapFunction()) + { + ANGLE_TRY(updateStorage()); + + // Generate the mipmap chain using the ad-hoc DirectX function. + ANGLE_TRY(mRenderer->generateMipmapUsingD3D(mTexStorage, mState)); + } + else + { + // Generate the mipmap chain, one level at a time. + ANGLE_TRY(generateMipmapUsingImages(maxLevel)); + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureD3D::generateMipmapUsingImages(const GLuint maxLevel) +{ + // We know that all layers have the same dimension, for the texture to be complete + GLint layerCount = static_cast<GLint>(getLayerCount(mBaseLevel)); + + // 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(mBaseLevel, layer); + + ImageD3D *image = getImage(srcIndex); + ANGLE_TRY(image->copyFromTexStorage(srcIndex, mTexStorage)); + } + } + else + { + ANGLE_TRY(updateStorage()); + } + } + + // 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 (GLuint mip = mBaseLevel + 1; mip <= maxLevel; ++mip) + { + ASSERT(getLayerCount(mip) == layerCount); + + gl::ImageIndex sourceIndex = getImageIndex(mip - 1, layer); + gl::ImageIndex destIndex = getImageIndex(mip, layer); + + if (renderableStorage) + { + // GPU-side mipmapping + ANGLE_TRY(mTexStorage->generateMipmap(sourceIndex, destIndex)); + } + else + { + // CPU-side mipmapping + ANGLE_TRY(mRenderer->generateMipmap(getImage(destIndex), getImage(sourceIndex))); + } + } + } + + if (mTexStorage) + { + updateStorage(); + } + + return gl::NoError(); +} + +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(getBaseLevel()) <= 0) + { + return true; + } + + return false; +} + +gl::Error TextureD3D::ensureRenderTarget() +{ + ANGLE_TRY(initializeStorage(true)); + + if (!isBaseImageZeroSize()) + { + ASSERT(mTexStorage); + if (!mTexStorage->isRenderTarget()) + { + TextureStorage *newRenderTargetStorage = NULL; + ANGLE_TRY(createCompleteStorage(true, &newRenderTargetStorage)); + + gl::Error error = mTexStorage->copyToStorage(newRenderTargetStorage); + if (error.isError()) + { + SafeDelete(newRenderTargetStorage); + return error; + } + + error = setCompleteTexStorage(newRenderTargetStorage); + if (error.isError()) + { + SafeDelete(newRenderTargetStorage); + return error; + } + } + } + + return gl::NoError(); +} + +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 ®ion) +{ + if (mTexStorage) + { + ASSERT(isValidIndex(index)); + ImageD3D *image = getImage(index); + ANGLE_TRY(image->copyToStorage(mTexStorage, index, region)); + image->markClean(); + } + + return gl::NoError(); +} + +gl::Error TextureD3D::getAttachmentRenderTarget(const gl::FramebufferAttachment::Target &target, + FramebufferAttachmentRenderTarget **rtOut) +{ + RenderTargetD3D *rtD3D = nullptr; + gl::Error error = getRenderTarget(target.textureIndex(), &rtD3D); + *rtOut = static_cast<FramebufferAttachmentRenderTarget *>(rtD3D); + return error; +} + +void TextureD3D::setBaseLevel(GLuint baseLevel) +{ + const int oldStorageWidth = std::max(1, getLevelZeroWidth()); + const int oldStorageHeight = std::max(1, getLevelZeroHeight()); + const int oldStorageDepth = std::max(1, getLevelZeroDepth()); + const int oldStorageFormat = getBaseLevelInternalFormat(); + mBaseLevel = baseLevel; + + // When the base level changes, the texture storage might not be valid anymore, since it could + // have been created based on the dimensions of the previous specified level range. + const int newStorageWidth = std::max(1, getLevelZeroWidth()); + const int newStorageHeight = std::max(1, getLevelZeroHeight()); + const int newStorageDepth = std::max(1, getLevelZeroDepth()); + const int newStorageFormat = getBaseLevelInternalFormat(); + if (mTexStorage && + (newStorageWidth != oldStorageWidth || newStorageHeight != oldStorageHeight || + newStorageDepth != oldStorageDepth || newStorageFormat != oldStorageFormat)) + { + markAllImagesDirty(); + SafeDelete(mTexStorage); + } +} + +void TextureD3D::syncState(const gl::Texture::DirtyBits &dirtyBits) +{ + // TODO(geofflang): Use dirty bits +} + +TextureD3D_2D::TextureD3D_2D(const gl::TextureState &state, RendererD3D *renderer) + : TextureD3D(state, renderer) +{ + mEGLImageTarget = false; + 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 imageLevel, + 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; + GLint level = static_cast<GLint>(imageLevel); + + redefineImage(level, sizedInternalFormat, size, false); + + 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; + ANGLE_TRY(getRenderTarget(index, &destRenderTarget)); + + gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1); + + ANGLE_TRY(fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, + destRenderTarget)); + + // Ensure we don't overwrite our newly initialized data + mImageArray[level]->markClean(); + + fastUnpacked = true; + } + + if (!fastUnpacked) + { + ANGLE_TRY(setImageImpl(index, type, unpack, pixels, 0)); + } + + return gl::NoError(); +} + +gl::Error TextureD3D_2D::setSubImage(GLenum target, + size_t imageLevel, + 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); + + GLint level = static_cast<GLint>(imageLevel); + gl::ImageIndex index = gl::ImageIndex::Make2D(level); + if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level)) + { + RenderTargetD3D *renderTarget = NULL; + ANGLE_TRY(getRenderTarget(index, &renderTarget)); + 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 imageLevel, + GLenum internalFormat, + const gl::Extents &size, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + ASSERT(target == GL_TEXTURE_2D && size.depth == 1); + GLint level = static_cast<GLint>(imageLevel); + + // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly + redefineImage(level, internalFormat, size, false); + + return setCompressedImageImpl(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, size_t imageSize, const uint8_t *pixels) +{ + ASSERT(target == GL_TEXTURE_2D && area.depth == 1 && area.z == 0); + + gl::ImageIndex index = gl::ImageIndex::Make2D(static_cast<GLint>(level)); + ANGLE_TRY(TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0)); + + return commitRegion(index, area); +} + +gl::Error TextureD3D_2D::copyImage(GLenum target, + size_t imageLevel, + const gl::Rectangle &sourceArea, + GLenum internalFormat, + const gl::Framebuffer *source) +{ + ASSERT(target == GL_TEXTURE_2D); + + GLint level = static_cast<GLint>(imageLevel); + GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, GL_UNSIGNED_BYTE); + redefineImage(level, sizedInternalFormat, gl::Extents(sourceArea.width, sourceArea.height, 1), + false); + + 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) + { + ANGLE_TRY(mImageArray[level]->copyFromFramebuffer(destOffset, sourceArea, source)); + mDirtyImages = true; + } + else + { + ANGLE_TRY(ensureRenderTarget()); + mImageArray[level]->markClean(); + + if (sourceArea.width != 0 && sourceArea.height != 0 && isValidLevel(level)) + { + ANGLE_TRY(mRenderer->copyImage2D(source, sourceArea, internalFormat, destOffset, + mTexStorage, level)); + } + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureD3D_2D::copySubImage(GLenum target, + size_t imageLevel, + 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) + + GLint level = static_cast<GLint>(imageLevel); + 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) + { + ANGLE_TRY(mImageArray[level]->copyFromFramebuffer(destOffset, sourceArea, source)); + mDirtyImages = true; + } + else + { + ANGLE_TRY(ensureRenderTarget()); + + if (isValidLevel(level)) + { + ANGLE_TRY(updateStorageLevel(level)); + ANGLE_TRY(mRenderer->copyImage2D( + source, sourceArea, gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format, + destOffset, mTexStorage, level)); + } + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureD3D_2D::copyTexture(GLenum internalFormat, + GLenum type, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + const gl::Texture *source) +{ + GLenum sourceTarget = source->getTarget(); + GLint sourceLevel = 0; + + GLint destLevel = 0; + + GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type); + gl::Extents size(static_cast<int>(source->getWidth(sourceTarget, sourceLevel)), + static_cast<int>(source->getHeight(sourceTarget, sourceLevel)), 1); + redefineImage(destLevel, sizedInternalFormat, size, false); + + ASSERT(canCreateRenderTargetForImage(gl::ImageIndex::Make2D(destLevel))); + + ANGLE_TRY(ensureRenderTarget()); + ASSERT(isValidLevel(destLevel)); + ANGLE_TRY(updateStorageLevel(destLevel)); + + gl::Rectangle sourceRect(0, 0, size.width, size.height); + gl::Offset destOffset(0, 0, 0); + ANGLE_TRY(mRenderer->copyTexture(source, sourceLevel, sourceRect, + gl::GetInternalFormatInfo(sizedInternalFormat).format, + destOffset, mTexStorage, destLevel, unpackFlipY, + unpackPremultiplyAlpha, unpackUnmultiplyAlpha)); + + return gl::NoError(); +} + +gl::Error TextureD3D_2D::copySubTexture(const gl::Offset &destOffset, + const gl::Rectangle &sourceArea, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + const gl::Texture *source) +{ + GLint sourceLevel = 0; + GLint destLevel = 0; + + ASSERT(canCreateRenderTargetForImage(gl::ImageIndex::Make2D(destLevel))); + + ANGLE_TRY(ensureRenderTarget()); + ASSERT(isValidLevel(destLevel)); + ANGLE_TRY(updateStorageLevel(destLevel)); + + ANGLE_TRY(mRenderer->copyTexture(source, sourceLevel, sourceArea, + gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format, + destOffset, mTexStorage, destLevel, unpackFlipY, + unpackPremultiplyAlpha, unpackUnmultiplyAlpha)); + + return gl::NoError(); +} + +gl::Error TextureD3D_2D::copyCompressedTexture(const gl::Texture *source) +{ + GLenum sourceTarget = source->getTarget(); + GLint sourceLevel = 0; + + GLint destLevel = 0; + + GLenum sizedInternalFormat = source->getFormat(sourceTarget, sourceLevel).asSized(); + gl::Extents size(static_cast<int>(source->getWidth(sourceTarget, sourceLevel)), + static_cast<int>(source->getHeight(sourceTarget, sourceLevel)), 1); + redefineImage(destLevel, sizedInternalFormat, size, false); + + ANGLE_TRY(initializeStorage(false)); + ASSERT(mTexStorage); + + ANGLE_TRY(mRenderer->copyCompressedTexture(source, sourceLevel, mTexStorage, destLevel)); + + return gl::NoError(); +} + +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); + redefineImage(level, internalFormat, levelSize, true); + } + + for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) + { + redefineImage(level, GL_NONE, gl::Extents(0, 0, 1), true); + } + + // TODO(geofflang): Verify storage creation had no errors + bool renderTarget = IsRenderTargetUsage(mState.getUsage()); + TextureStorage *storage = mRenderer->createTextureStorage2D( + internalFormat, renderTarget, size.width, size.height, static_cast<int>(levels), false); + + gl::Error error = setCompleteTexStorage(storage); + if (error.isError()) + { + SafeDelete(storage); + return error; + } + + ANGLE_TRY(updateStorage()); + + mImmutable = true; + + return gl::NoError(); +} + +void TextureD3D_2D::bindTexImage(egl::Surface *surface) +{ + GLenum internalformat = surface->getConfig()->renderTargetFormat; + + gl::Extents size(surface->getWidth(), surface->getHeight(), 1); + redefineImage(0, internalformat, size, true); + + if (mTexStorage) + { + SafeDelete(mTexStorage); + } + + SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface); + ASSERT(surfaceD3D); + + mTexStorage = mRenderer->createTextureStorage2D(surfaceD3D->getSwapChain()); + mEGLImageTarget = false; + + mDirtyImages = true; +} + +void TextureD3D_2D::releaseTexImage() +{ + if (mTexStorage) + { + SafeDelete(mTexStorage); + } + + for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) + { + redefineImage(i, GL_NONE, gl::Extents(0, 0, 1), true); + } +} + +gl::Error TextureD3D_2D::setEGLImageTarget(GLenum target, egl::Image *image) +{ + EGLImageD3D *eglImaged3d = GetImplAs<EGLImageD3D>(image); + + // Set the properties of the base mip level from the EGL image + const auto &format = image->getFormat(); + gl::Extents size(static_cast<int>(image->getWidth()), static_cast<int>(image->getHeight()), 1); + redefineImage(0, format.asSized(), size, true); + + // Clear all other images. + for (size_t level = 1; level < ArraySize(mImageArray); level++) + { + redefineImage(level, GL_NONE, gl::Extents(0, 0, 1), true); + } + + SafeDelete(mTexStorage); + mImageArray[0]->markClean(); + + // Pass in the RenderTargetD3D here: createTextureStorage can't generate an error. + RenderTargetD3D *renderTargetD3D = nullptr; + ANGLE_TRY(eglImaged3d->getRenderTarget(&renderTargetD3D)); + + mTexStorage = mRenderer->createTextureStorageEGLImage(eglImaged3d, renderTargetD3D); + mEGLImageTarget = true; + + return gl::Error(GL_NO_ERROR); +} + +void TextureD3D_2D::initMipmapImages() +{ + const GLuint baseLevel = mState.getEffectiveBaseLevel(); + const GLuint maxLevel = mState.getMipmapMaxLevel(); + // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap + // levels. + for (GLuint level = baseLevel + 1; level <= maxLevel; level++) + { + gl::Extents levelSize(std::max(getLevelZeroWidth() >> level, 1), + std::max(getLevelZeroHeight() >> level, 1), 1); + + redefineImage(level, getBaseLevelInternalFormat(), levelSize, false); + } +} + +gl::Error TextureD3D_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) +{ + ASSERT(!index.hasLayer()); + + // ensure the underlying texture is created + ANGLE_TRY(ensureRenderTarget()); + ANGLE_TRY(updateStorageLevel(index.mipIndex)); + + 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; + } + + GLsizei width = getLevelZeroWidth(); + GLsizei height = getLevelZeroHeight(); + + if (width <= 0 || height <= 0) + { + return false; + } + + // The base image level is complete if the width and height are positive + if (level == static_cast<int>(getBaseLevel())) + { + return true; + } + + ASSERT(level >= 0 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != nullptr); + ImageD3D *image = mImageArray[level]; + + if (image->getInternalFormat() != getBaseLevelInternalFormat()) + { + 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(getBaseLevel())) + { + return gl::Error(GL_NO_ERROR); + } + + bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage())); + + TextureStorage *storage = NULL; + ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage)); + + gl::Error error = setCompleteTexStorage(storage); + if (error.isError()) + { + SafeDelete(storage); + return error; + } + + ASSERT(mTexStorage); + + // flush image data to the storage + ANGLE_TRY(updateStorage()); + + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureD3D_2D::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const +{ + GLsizei width = getLevelZeroWidth(); + GLsizei height = getLevelZeroHeight(); + 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++) + { + ANGLE_TRY(mImageArray[level]->setManagedSurface2D(newCompleteTexStorage, level)); + } + } + + SafeDelete(mTexStorage); + mTexStorage = newCompleteTexStorage; + + mDirtyImages = true; + + return gl::NoError(); +} + +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)) + { + ANGLE_TRY(updateStorageLevel(level)); + } + } + + return gl::NoError(); +} + +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); + ANGLE_TRY(commitRegion(index, region)); + } + + return gl::NoError(); +} + +void TextureD3D_2D::redefineImage(size_t level, + GLenum internalformat, + const gl::Extents &size, + bool forceRelease) +{ + ASSERT(size.depth == 1); + + // If there currently is a corresponding storage texture image, it has these parameters + const int storageWidth = std::max(1, getLevelZeroWidth() >> level); + const int storageHeight = std::max(1, getLevelZeroHeight() >> level); + const GLenum storageFormat = getBaseLevelInternalFormat(); + + mImageArray[level]->redefine(GL_TEXTURE_2D, internalformat, size, forceRelease); + + if (mTexStorage) + { + const size_t storageLevels = mTexStorage->getLevelCount(); + + // If the storage was from an EGL image, copy it back into local images to preserve it + // while orphaning + if (level != 0 && mEGLImageTarget) + { + // TODO(jmadill): Don't discard error. + mImageArray[0]->copyFromTexStorage(gl::ImageIndex::Make2D(0), mTexStorage); + } + + if ((level >= storageLevels && storageLevels != 0) || + size.width != storageWidth || + size.height != storageHeight || + internalformat != storageFormat) // Discard mismatched storage + { + markAllImagesDirty(); + SafeDelete(mTexStorage); + } + } + + // Can't be an EGL image target after being redefined + mEGLImageTarget = false; +} + +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()); +} + +void TextureD3D_2D::markAllImagesDirty() +{ + for (size_t i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) + { + mImageArray[i]->markDirty(); + } + mDirtyImages = true; +} + +TextureD3D_Cube::TextureD3D_Cube(const gl::TextureState &state, RendererD3D *renderer) + : TextureD3D(state, 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::setEGLImageTarget(GLenum target, egl::Image *image) +{ + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +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, static_cast<GLint>(level)); + + redefineImage(index.layerIndex, static_cast<GLint>(level), sizedInternalFormat, size); + + return setImageImpl(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, static_cast<GLint>(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, size_t imageSize, 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(static_cast<int>(faceIndex), static_cast<GLint>(level), internalFormat, size); + + gl::ImageIndex index = gl::ImageIndex::MakeCube(target, static_cast<GLint>(level)); + return setCompressedImageImpl(index, unpack, pixels, 0); +} + +gl::Error TextureD3D_Cube::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, + const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) +{ + ASSERT(area.depth == 1 && area.z == 0); + + gl::ImageIndex index = gl::ImageIndex::MakeCube(target, static_cast<GLint>(level)); + + ANGLE_TRY(TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0)); + return commitRegion(index, area); +} + +gl::Error TextureD3D_Cube::copyImage(GLenum target, + size_t imageLevel, + const gl::Rectangle &sourceArea, + GLenum internalFormat, + const gl::Framebuffer *source) +{ + int faceIndex = static_cast<int>(gl::CubeMapTextureTargetToLayerIndex(target)); + GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, GL_UNSIGNED_BYTE); + + GLint level = static_cast<GLint>(imageLevel); + + gl::Extents size(sourceArea.width, sourceArea.height, 1); + redefineImage(static_cast<int>(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) + { + ANGLE_TRY( + mImageArray[faceIndex][level]->copyFromFramebuffer(destOffset, sourceArea, source)); + mDirtyImages = true; + } + else + { + ANGLE_TRY(ensureRenderTarget()); + mImageArray[faceIndex][level]->markClean(); + + ASSERT(size.width == size.height); + + if (size.width > 0 && isValidFaceLevel(faceIndex, level)) + { + ANGLE_TRY(mRenderer->copyImageCube(source, sourceArea, internalFormat, destOffset, + mTexStorage, target, level)); + } + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureD3D_Cube::copySubImage(GLenum target, + size_t imageLevel, + const gl::Offset &destOffset, + const gl::Rectangle &sourceArea, + const gl::Framebuffer *source) +{ + int faceIndex = static_cast<int>(gl::CubeMapTextureTargetToLayerIndex(target)); + + GLint level = static_cast<GLint>(imageLevel); + 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]->copyFromFramebuffer(destOffset, sourceArea, source); + if (error.isError()) + { + return error; + } + + mDirtyImages = true; + } + else + { + ANGLE_TRY(ensureRenderTarget()); + if (isValidFaceLevel(faceIndex, level)) + { + ANGLE_TRY(updateStorageFaceLevel(faceIndex, level)); + ANGLE_TRY(mRenderer->copyImageCube( + source, sourceArea, gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format, + destOffset, mTexStorage, target, level)); + } + } + + 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 (size_t 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(mState.getUsage()); + + TextureStorage *storage = mRenderer->createTextureStorageCube( + internalFormat, renderTarget, size.width, static_cast<int>(levels), false); + + gl::Error error = setCompleteTexStorage(storage); + if (error.isError()) + { + SafeDelete(storage); + return error; + } + + ANGLE_TRY(updateStorage()); + + mImmutable = true; + + return gl::NoError(); +} + +// 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][getBaseLevel()]; + + 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::initMipmapImages() +{ + const GLuint baseLevel = mState.getEffectiveBaseLevel(); + const GLuint maxLevel = mState.getMipmapMaxLevel(); + // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap + // levels. + for (int faceIndex = 0; faceIndex < 6; faceIndex++) + { + for (GLuint level = baseLevel + 1; level <= maxLevel; level++) + { + int faceLevelSize = + (std::max(mImageArray[faceIndex][baseLevel]->getWidth() >> (level - baseLevel), 1)); + redefineImage(faceIndex, level, mImageArray[faceIndex][baseLevel]->getInternalFormat(), + gl::Extents(faceLevelSize, faceLevelSize, 1)); + } + } +} + +gl::Error TextureD3D_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) +{ + ASSERT(gl::IsCubeMapTextureTarget(index.type)); + + // ensure the underlying texture is created + ANGLE_TRY(ensureRenderTarget()); + ANGLE_TRY(updateStorageFaceLevel(index.layerIndex, index.mipIndex)); + + 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::NoError(); + } + + // do not attempt to create storage for nonexistant data + if (!isFaceLevelComplete(0, getBaseLevel())) + { + return gl::NoError(); + } + + bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage())); + + TextureStorage *storage = NULL; + ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage)); + + gl::Error error = setCompleteTexStorage(storage); + if (error.isError()) + { + SafeDelete(storage); + return error; + } + + ASSERT(mTexStorage); + + // flush image data to the storage + ANGLE_TRY(updateStorage()); + + return gl::NoError(); +} + +gl::Error TextureD3D_Cube::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const +{ + GLsizei size = getLevelZeroWidth(); + + 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++) + { + ANGLE_TRY(mImageArray[faceIndex][level]->setManagedSurfaceCube( + newCompleteTexStorage, faceIndex, level)); + } + } + } + + 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)) + { + ANGLE_TRY(updateStorageFaceLevel(face, level)); + } + } + } + + return gl::NoError(); +} + +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 +{ + if (getBaseLevel() >= gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) + { + return false; + } + ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && + mImageArray[faceIndex][level] != nullptr); + + if (isImmutable()) + { + return true; + } + + int levelZeroSize = getLevelZeroWidth(); + + if (levelZeroSize <= 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, levelZeroSize >> 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); + ANGLE_TRY(commitRegion(index, region)); + } + + return gl::NoError(); +} + +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, getLevelZeroWidth() >> level); + const int storageHeight = std::max(1, getLevelZeroHeight() >> 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 + { + markAllImagesDirty(); + SafeDelete(mTexStorage); + } + } +} + +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()); +} + +void TextureD3D_Cube::markAllImagesDirty() +{ + for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++) + { + for (int dirtyFace = 0; dirtyFace < 6; dirtyFace++) + { + mImageArray[dirtyFace][dirtyLevel]->markDirty(); + } + } + mDirtyImages = true; +} + +TextureD3D_3D::TextureD3D_3D(const gl::TextureState &state, RendererD3D *renderer) + : TextureD3D(state, 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::setEGLImageTarget(GLenum target, egl::Image *image) +{ + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error TextureD3D_3D::setImage(GLenum target, + size_t imageLevel, + 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); + + GLint level = static_cast<GLint>(imageLevel); + 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() && isLevelComplete(level)) + { + // Will try to create RT storage if it does not exist + RenderTargetD3D *destRenderTarget = NULL; + ANGLE_TRY(getRenderTarget(index, &destRenderTarget)); + + gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level)); + + ANGLE_TRY(fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, + destRenderTarget)); + + // Ensure we don't overwrite our newly initialized data + mImageArray[level]->markClean(); + + fastUnpacked = true; + } + + if (!fastUnpacked) + { + ANGLE_TRY(setImageImpl(index, type, unpack, pixels, 0)); + } + + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureD3D_3D::setSubImage(GLenum target, + size_t imageLevel, + const gl::Box &area, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels) +{ + ASSERT(target == GL_TEXTURE_3D); + + GLint level = static_cast<GLint>(imageLevel); + 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)) && isLevelComplete(level)) + { + RenderTargetD3D *destRenderTarget = NULL; + ANGLE_TRY(getRenderTarget(index, &destRenderTarget)); + 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 imageLevel, + GLenum internalFormat, + const gl::Extents &size, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + ASSERT(target == GL_TEXTURE_3D); + + GLint level = static_cast<GLint>(imageLevel); + // 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 setCompressedImageImpl(index, unpack, pixels, 0); +} + +gl::Error TextureD3D_3D::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, + const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) +{ + ASSERT(target == GL_TEXTURE_3D); + + gl::ImageIndex index = gl::ImageIndex::Make3D(static_cast<GLint>(level)); + ANGLE_TRY(TextureD3D::subImageCompressed(index, area, format, unpack, pixels, 0)); + 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 imageLevel, + const gl::Offset &destOffset, + const gl::Rectangle &sourceArea, + const gl::Framebuffer *source) +{ + ASSERT(target == GL_TEXTURE_3D); + + GLint level = static_cast<GLint>(imageLevel); + gl::ImageIndex index = gl::ImageIndex::Make3D(level); + + if (canCreateRenderTargetForImage(index)) + { + ANGLE_TRY(mImageArray[level]->copyFromFramebuffer(destOffset, sourceArea, source)); + mDirtyImages = true; + } + else + { + ANGLE_TRY(ensureRenderTarget()); + if (isValidLevel(level)) + { + ANGLE_TRY(updateStorageLevel(level)); + ANGLE_TRY(mRenderer->copyImage3D( + source, sourceArea, gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format, + destOffset, mTexStorage, level)); + } + } + + 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 (size_t 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(mState.getUsage()); + TextureStorage *storage = + mRenderer->createTextureStorage3D(internalFormat, renderTarget, size.width, size.height, + size.depth, static_cast<int>(levels)); + + gl::Error error = setCompleteTexStorage(storage); + if (error.isError()) + { + SafeDelete(storage); + return error; + } + + ANGLE_TRY(updateStorage()); + + mImmutable = true; + + return gl::NoError(); +} + +void TextureD3D_3D::bindTexImage(egl::Surface *surface) +{ + UNREACHABLE(); +} + +void TextureD3D_3D::releaseTexImage() +{ + UNREACHABLE(); +} + +void TextureD3D_3D::initMipmapImages() +{ + const GLuint baseLevel = mState.getEffectiveBaseLevel(); + const GLuint maxLevel = mState.getMipmapMaxLevel(); + // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap + // levels. + for (GLuint level = baseLevel + 1; level <= maxLevel; level++) + { + gl::Extents levelSize(std::max(getLevelZeroWidth() >> level, 1), + std::max(getLevelZeroHeight() >> level, 1), + std::max(getLevelZeroDepth() >> level, 1)); + redefineImage(level, getBaseLevelInternalFormat(), levelSize); + } +} + +gl::Error TextureD3D_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) +{ + // ensure the underlying texture is created + ANGLE_TRY(ensureRenderTarget()); + + if (index.hasLayer()) + { + ANGLE_TRY(updateStorage()); + } + else + { + ANGLE_TRY(updateStorageLevel(index.mipIndex)); + } + + 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(getBaseLevel())) + { + return gl::Error(GL_NO_ERROR); + } + + bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage())); + + TextureStorage *storage = NULL; + ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage)); + + gl::Error error = setCompleteTexStorage(storage); + if (error.isError()) + { + SafeDelete(storage); + return error; + } + + ASSERT(mTexStorage); + + // flush image data to the storage + ANGLE_TRY(updateStorage()); + + return gl::NoError(); +} + +gl::Error TextureD3D_3D::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const +{ + GLsizei width = getLevelZeroWidth(); + GLsizei height = getLevelZeroHeight(); + GLsizei depth = getLevelZeroDepth(); + 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::NoError(); +} + +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)) + { + ANGLE_TRY(updateStorageLevel(level)); + } + } + + return gl::NoError(); +} + +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 = getLevelZeroWidth(); + GLsizei height = getLevelZeroHeight(); + GLsizei depth = getLevelZeroDepth(); + + if (width <= 0 || height <= 0 || depth <= 0) + { + return false; + } + + if (level == static_cast<int>(getBaseLevel())) + { + 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)); + ANGLE_TRY(commitRegion(index, region)); + } + + return gl::NoError(); +} + +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, getLevelZeroWidth() >> level); + const int storageHeight = std::max(1, getLevelZeroHeight() >> level); + const int storageDepth = std::max(1, getLevelZeroDepth() >> 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 + { + markAllImagesDirty(); + SafeDelete(mTexStorage); + } + } +} + +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()); +} + +void TextureD3D_3D::markAllImagesDirty() +{ + for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) + { + mImageArray[i]->markDirty(); + } + mDirtyImages = true; +} + +GLint TextureD3D_3D::getLevelZeroDepth() const +{ + ASSERT(gl::CountLeadingZeros(static_cast<uint32_t>(getBaseLevelDepth())) > getBaseLevel()); + return getBaseLevelDepth() << getBaseLevel(); +} + +TextureD3D_2DArray::TextureD3D_2DArray(const gl::TextureState &state, RendererD3D *renderer) + : TextureD3D(state, 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::setEGLImageTarget(GLenum target, egl::Image *image) +{ + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error TextureD3D_2DArray::setImage(GLenum target, + size_t imageLevel, + GLenum internalFormat, + const gl::Extents &size, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels) +{ + ASSERT(target == GL_TEXTURE_2D_ARRAY); + + GLint level = static_cast<GLint>(imageLevel); + GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type); + redefineImage(level, sizedInternalFormat, size); + + const auto sizedInputFormat = gl::GetSizedInternalFormat(format, type); + const gl::InternalFormat &inputFormat = gl::GetInternalFormatInfo(sizedInputFormat); + GLsizei inputDepthPitch = 0; + ANGLE_TRY_RESULT(inputFormat.computeDepthPitch(size.width, size.height, unpack.alignment, + unpack.rowLength, unpack.imageHeight), + inputDepthPitch); + + for (int i = 0; i < size.depth; i++) + { + const ptrdiff_t layerOffset = (inputDepthPitch * i); + gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i); + ANGLE_TRY(setImageImpl(index, type, unpack, pixels, layerOffset)); + } + + return gl::NoError(); +} + +gl::Error TextureD3D_2DArray::setSubImage(GLenum target, + size_t imageLevel, + const gl::Box &area, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels) +{ + ASSERT(target == GL_TEXTURE_2D_ARRAY); + GLint level = static_cast<GLint>(imageLevel); + const auto sizedInputFormat = gl::GetSizedInternalFormat(format, type); + const gl::InternalFormat &inputFormat = gl::GetInternalFormatInfo(sizedInputFormat); + GLsizei inputDepthPitch = 0; + ANGLE_TRY_RESULT(inputFormat.computeDepthPitch(area.width, area.height, unpack.alignment, + unpack.rowLength, unpack.imageHeight), + inputDepthPitch); + + 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); + ANGLE_TRY( + TextureD3D::subImage(index, layerArea, format, type, unpack, pixels, layerOffset)); + } + + return gl::NoError(); +} + +gl::Error TextureD3D_2DArray::setCompressedImage(GLenum target, + size_t imageLevel, + GLenum internalFormat, + const gl::Extents &size, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + ASSERT(target == GL_TEXTURE_2D_ARRAY); + + GLint level = static_cast<GLint>(imageLevel); + // 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 = 0; + ANGLE_TRY_RESULT( + formatInfo.computeDepthPitch(size.width, size.height, 1, 0, 0), + inputDepthPitch); + + for (int i = 0; i < size.depth; i++) + { + const ptrdiff_t layerOffset = (inputDepthPitch * i); + + gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i); + ANGLE_TRY(setCompressedImageImpl(index, unpack, pixels, layerOffset)); + } + + return gl::NoError(); +} + +gl::Error TextureD3D_2DArray::setCompressedSubImage(GLenum target, size_t level, const gl::Box &area, GLenum format, + const gl::PixelUnpackState &unpack, size_t imageSize, const uint8_t *pixels) +{ + ASSERT(target == GL_TEXTURE_2D_ARRAY); + + const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format); + GLsizei inputDepthPitch = 0; + ANGLE_TRY_RESULT( + formatInfo.computeDepthPitch(area.width, area.height, 1, 0, 0), + inputDepthPitch); + + 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(static_cast<GLint>(level), layer); + ANGLE_TRY( + TextureD3D::subImageCompressed(index, layerArea, format, unpack, pixels, layerOffset)); + ANGLE_TRY(commitRegion(index, layerArea)); + } + + 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 imageLevel, + const gl::Offset &destOffset, + const gl::Rectangle &sourceArea, + const gl::Framebuffer *source) +{ + ASSERT(target == GL_TEXTURE_2D_ARRAY); + + GLint level = static_cast<GLint>(imageLevel); + gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, destOffset.z); + + if (canCreateRenderTargetForImage(index)) + { + gl::Offset destLayerOffset(destOffset.x, destOffset.y, 0); + ANGLE_TRY(mImageArray[level][destOffset.z]->copyFromFramebuffer(destLayerOffset, sourceArea, + source)); + mDirtyImages = true; + } + else + { + ANGLE_TRY(ensureRenderTarget()); + + if (isValidLevel(level)) + { + ANGLE_TRY(updateStorageLevel(level)); + ANGLE_TRY(mRenderer->copyImage2DArray( + source, sourceArea, + gl::GetInternalFormatInfo(getInternalFormat(getBaseLevel())).format, destOffset, + mTexStorage, level)); + } + } + 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(mState.getUsage()); + TextureStorage *storage = + mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, size.width, + size.height, size.depth, static_cast<int>(levels)); + + gl::Error error = setCompleteTexStorage(storage); + if (error.isError()) + { + SafeDelete(storage); + return error; + } + + ANGLE_TRY(updateStorage()); + + mImmutable = true; + + return gl::NoError(); +} + +void TextureD3D_2DArray::bindTexImage(egl::Surface *surface) +{ + UNREACHABLE(); +} + +void TextureD3D_2DArray::releaseTexImage() +{ + UNREACHABLE(); +} + +void TextureD3D_2DArray::initMipmapImages() +{ + const GLuint baseLevel = mState.getEffectiveBaseLevel(); + const GLuint maxLevel = mState.getMipmapMaxLevel(); + int baseWidth = getLevelZeroWidth(); + int baseHeight = getLevelZeroHeight(); + int baseDepth = getLayerCount(getBaseLevel()); + GLenum baseFormat = getBaseLevelInternalFormat(); + + // Purge array levels baseLevel + 1 through q and reset them to represent the generated mipmap + // levels. + for (GLuint level = baseLevel + 1u; level <= maxLevel; level++) + { + ASSERT((baseWidth >> level) > 0 || (baseHeight >> level) > 0); + gl::Extents levelLayerSize(std::max(baseWidth >> level, 1), + std::max(baseHeight >> level, 1), + baseDepth); + redefineImage(level, baseFormat, levelLayerSize); + } +} + +gl::Error TextureD3D_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) +{ + // ensure the underlying texture is created + ANGLE_TRY(ensureRenderTarget()); + ANGLE_TRY(updateStorageLevel(index.mipIndex)); + 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::NoError(); + } + + // do not attempt to create storage for nonexistant data + if (!isLevelComplete(getBaseLevel())) + { + return gl::NoError(); + } + + bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage())); + + TextureStorage *storage = nullptr; + ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage)); + + gl::Error error = setCompleteTexStorage(storage); + if (error.isError()) + { + SafeDelete(storage); + return error; + } + + ASSERT(mTexStorage); + + // flush image data to the storage + ANGLE_TRY(updateStorage()); + + return gl::NoError(); +} + +gl::Error TextureD3D_2DArray::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const +{ + GLsizei width = getLevelZeroWidth(); + GLsizei height = getLevelZeroHeight(); + GLsizei depth = getLayerCount(getBaseLevel()); + 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::NoError(); +} + +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::NoError(); +} + +gl::Error TextureD3D_2DArray::updateStorage() +{ + ASSERT(mTexStorage != NULL); + GLint storageLevels = mTexStorage->getLevelCount(); + for (int level = 0; level < storageLevels; level++) + { + if (isLevelComplete(level)) + { + ANGLE_TRY(updateStorageLevel(level)); + } + } + + return gl::NoError(); +} + +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 = getLevelZeroWidth(); + GLsizei height = getLevelZeroHeight(); + + if (width <= 0 || height <= 0) + { + return false; + } + + // Layers check needs to happen after the above checks, otherwise out-of-range base level may be + // queried. + GLsizei layers = getLayerCount(getBaseLevel()); + + if (layers <= 0) + { + return false; + } + + if (level == static_cast<int>(getBaseLevel())) + { + return true; + } + + if (getInternalFormat(level) != getInternalFormat(getBaseLevel())) + { + 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); + ANGLE_TRY(commitRegion(index, region)); + } + } + + 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, getLevelZeroWidth() >> level); + const int storageHeight = std::max(1, getLevelZeroHeight() >> level); + const GLuint baseLevel = getBaseLevel(); + int storageDepth = 0; + if (baseLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS) + { + storageDepth = getLayerCount(baseLevel); + } + + // Only reallocate the layers if the size doesn't match + if (size.depth != mLayerCounts[level]) + { + for (int layer = 0; layer < mLayerCounts[level]; layer++) + { + SafeDelete(mImageArray[level][layer]); + } + SafeDeleteArray(mImageArray[level]); + 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(); + } + } + } + + if (size.depth > 0) + { + for (int layer = 0; layer < mLayerCounts[level]; layer++) + { + mImageArray[level][layer]->redefine(GL_TEXTURE_2D_ARRAY, internalformat, + gl::Extents(size.width, size.height, 1), false); + } + } + + if (mTexStorage) + { + const GLenum storageFormat = getBaseLevelInternalFormat(); + const int storageLevels = mTexStorage->getLevelCount(); + + if ((level >= storageLevels && storageLevels != 0) || + size.width != storageWidth || + size.height != storageHeight || + size.depth != storageDepth || + internalformat != storageFormat) // Discard mismatched storage + { + markAllImagesDirty(); + SafeDelete(mTexStorage); + } + } +} + +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])); +} + +void TextureD3D_2DArray::markAllImagesDirty() +{ + for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++) + { + for (int dirtyLayer = 0; dirtyLayer < mLayerCounts[dirtyLevel]; dirtyLayer++) + { + mImageArray[dirtyLevel][dirtyLayer]->markDirty(); + } + } + mDirtyImages = true; +} + +TextureD3D_External::TextureD3D_External(const gl::TextureState &state, RendererD3D *renderer) + : TextureD3D(state, renderer) +{ +} + +TextureD3D_External::~TextureD3D_External() +{ + SafeDelete(mTexStorage); +} + +ImageD3D *TextureD3D_External::getImage(const gl::ImageIndex &index) const +{ + UNREACHABLE(); + return nullptr; +} + +GLsizei TextureD3D_External::getLayerCount(int level) const +{ + return 1; +} + +gl::Error TextureD3D_External::setImage(GLenum target, + size_t imageLevel, + GLenum internalFormat, + const gl::Extents &size, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels) +{ + // Image setting is not supported for external images + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error TextureD3D_External::setSubImage(GLenum target, + size_t imageLevel, + const gl::Box &area, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels) +{ + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error TextureD3D_External::setCompressedImage(GLenum target, + size_t imageLevel, + GLenum internalFormat, + const gl::Extents &size, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error TextureD3D_External::setCompressedSubImage(GLenum target, + size_t level, + const gl::Box &area, + GLenum format, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error TextureD3D_External::copyImage(GLenum target, + size_t imageLevel, + const gl::Rectangle &sourceArea, + GLenum internalFormat, + const gl::Framebuffer *source) +{ + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error TextureD3D_External::copySubImage(GLenum target, + size_t imageLevel, + const gl::Offset &destOffset, + const gl::Rectangle &sourceArea, + const gl::Framebuffer *source) +{ + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error TextureD3D_External::setStorage(GLenum target, + size_t levels, + GLenum internalFormat, + const gl::Extents &size) +{ + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +gl::Error TextureD3D_External::setImageExternal(GLenum target, + egl::Stream *stream, + const egl::Stream::GLTextureDescription &desc) +{ + ASSERT(target == GL_TEXTURE_EXTERNAL_OES); + + SafeDelete(mTexStorage); + + // If the stream is null, the external image is unbound and we release the storage + if (stream != nullptr) + { + mTexStorage = mRenderer->createTextureStorageExternal(stream, desc); + } + + return gl::Error(GL_NO_ERROR); +} + +void TextureD3D_External::bindTexImage(egl::Surface *surface) +{ + UNREACHABLE(); +} + +void TextureD3D_External::releaseTexImage() +{ + UNREACHABLE(); +} + +gl::Error TextureD3D_External::setEGLImageTarget(GLenum target, egl::Image *image) +{ + EGLImageD3D *eglImaged3d = GetImplAs<EGLImageD3D>(image); + + // Pass in the RenderTargetD3D here: createTextureStorage can't generate an error. + RenderTargetD3D *renderTargetD3D = nullptr; + ANGLE_TRY(eglImaged3d->getRenderTarget(&renderTargetD3D)); + + SafeDelete(mTexStorage); + mTexStorage = mRenderer->createTextureStorageEGLImage(eglImaged3d, renderTargetD3D); + + return gl::NoError(); +} + +void TextureD3D_External::initMipmapImages() +{ + UNREACHABLE(); +} + +gl::Error TextureD3D_External::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT) +{ + UNREACHABLE(); + return gl::Error(GL_INVALID_OPERATION); +} + +bool TextureD3D_External::isImageComplete(const gl::ImageIndex &index) const +{ + return (index.mipIndex == 0) ? (mTexStorage != nullptr) : false; +} + +gl::Error TextureD3D_External::initializeStorage(bool renderTarget) +{ + // Texture storage is created when an external image is bound + ASSERT(mTexStorage); + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureD3D_External::createCompleteStorage(bool renderTarget, + TextureStorage **outTexStorage) const +{ + UNREACHABLE(); + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureD3D_External::setCompleteTexStorage(TextureStorage *newCompleteTexStorage) +{ + UNREACHABLE(); + return gl::Error(GL_NO_ERROR); +} + +gl::Error TextureD3D_External::updateStorage() +{ + // Texture storage does not need to be updated since it is already loaded with the latest + // external image + ASSERT(mTexStorage); + return gl::Error(GL_NO_ERROR); +} + +gl::ImageIndexIterator TextureD3D_External::imageIterator() const +{ + return gl::ImageIndexIterator::Make2D(0, mTexStorage->getLevelCount()); +} + +gl::ImageIndex TextureD3D_External::getImageIndex(GLint mip, GLint /*layer*/) const +{ + // "layer" does not apply to 2D Textures. + return gl::ImageIndex::Make2D(mip); +} + +bool TextureD3D_External::isValidIndex(const gl::ImageIndex &index) const +{ + return (mTexStorage && index.type == GL_TEXTURE_EXTERNAL_OES && index.mipIndex == 0); +} + +void TextureD3D_External::markAllImagesDirty() +{ + UNREACHABLE(); +} +} // namespace rx |