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Diffstat (limited to 'gfx/angle/checkout/src/libANGLE/renderer/d3d/TextureD3D.cpp')
-rw-r--r-- | gfx/angle/checkout/src/libANGLE/renderer/d3d/TextureD3D.cpp | 4213 |
1 files changed, 4213 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/TextureD3D.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/TextureD3D.cpp new file mode 100644 index 0000000000..fbbb0d832f --- /dev/null +++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/TextureD3D.cpp @@ -0,0 +1,4213 @@ +// +// 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/Context.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/ContextD3D.h" +#include "libANGLE/renderer/d3d/EGLImageD3D.h" +#include "libANGLE/renderer/d3d/ImageD3D.h" +#include "libANGLE/renderer/d3d/RenderTargetD3D.h" +#include "libANGLE/renderer/d3d/SurfaceD3D.h" +#include "libANGLE/renderer/d3d/TextureStorage.h" + +namespace rx +{ + +namespace +{ + +angle::Result GetUnpackPointer(const gl::Context *context, + const gl::PixelUnpackState &unpack, + gl::Buffer *unpackBuffer, + const uint8_t *pixels, + ptrdiff_t layerOffset, + const uint8_t **pointerOut) +{ + if (unpackBuffer) + { + // Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not + // supported + 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>(unpackBuffer); + ASSERT(bufferD3D); + const uint8_t *bufferData = nullptr; + ANGLE_TRY(bufferD3D->getData(context, &bufferData)); + *pointerOut = bufferData + offset; + } + else + { + *pointerOut = pixels; + } + + // Offset the pointer for 2D array layer (if it's valid) + if (*pointerOut != nullptr) + { + *pointerOut += layerOffset; + } + + return angle::Result::Continue; +} + +bool IsRenderTargetUsage(GLenum usage) +{ + return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE); +} +} // namespace + +TextureD3D::TextureD3D(const gl::TextureState &state, RendererD3D *renderer) + : TextureImpl(state), + mRenderer(renderer), + mDirtyImages(true), + mImmutable(false), + mTexStorage(nullptr), + mBaseLevel(0) +{} + +TextureD3D::~TextureD3D() +{ + ASSERT(!mTexStorage); +} + +angle::Result TextureD3D::getNativeTexture(const gl::Context *context, TextureStorage **outStorage) +{ + // ensure the underlying texture is created + ANGLE_TRY(initializeStorage(context, false)); + + if (mTexStorage) + { + ANGLE_TRY(updateStorage(context)); + } + + ASSERT(outStorage); + + *outStorage = mTexStorage; + return angle::Result::Continue; +} + +angle::Result TextureD3D::getImageAndSyncFromStorage(const gl::Context *context, + const gl::ImageIndex &index, + ImageD3D **outImage) +{ + ImageD3D *image = getImage(index); + if (mTexStorage && mTexStorage->isRenderTarget()) + { + ANGLE_TRY(image->copyFromTexStorage(context, index, mTexStorage)); + mDirtyImages = true; + } + *outImage = image; + return angle::Result::Continue; +} + +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); +} + +angle::Result TextureD3D::setStorage(const gl::Context *context, + gl::TextureType type, + size_t levels, + GLenum internalFormat, + const gl::Extents &size) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D::setStorageMultisample(const gl::Context *context, + gl::TextureType type, + GLsizei samples, + GLint internalformat, + const gl::Extents &size, + bool fixedSampleLocations) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D::setStorageExternalMemory(const gl::Context *context, + gl::TextureType type, + size_t levels, + GLenum internalFormat, + const gl::Extents &size, + gl::MemoryObject *memoryObject, + GLuint64 offset) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +bool TextureD3D::couldUseSetData() const +{ + if (!mRenderer->getFeatures().setDataFasterThanImageUpload.enabled) + { + return false; + } + + if (!mRenderer->getFeatures().setDataFasterThanImageUploadOn128bitFormats.enabled) + { + gl::InternalFormat internalFormat = + gl::GetSizedInternalFormatInfo(getBaseLevelInternalFormat()); + return internalFormat.pixelBytes < 16; + } + + return true; +} + +bool TextureD3D::shouldUseSetData(const ImageD3D *image) const +{ + if (!couldUseSetData()) + { + return false; + } + + if (image->isDirty()) + { + return false; + } + + gl::InternalFormat internalFormat = gl::GetSizedInternalFormatInfo(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); +} + +angle::Result TextureD3D::setImageImpl(const gl::Context *context, + const gl::ImageIndex &index, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels, + ptrdiff_t layerOffset) +{ + ImageD3D *image = getImage(index); + gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack); + ASSERT(image); + + // No-op + if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0) + { + return angle::Result::Continue; + } + + // 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 = nullptr; + ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData)); + + if (pixelData != nullptr) + { + if (shouldUseSetData(image)) + { + ANGLE_TRY( + mTexStorage->setData(context, index, image, nullptr, type, unpack, pixelData)); + } + else + { + gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), + image->getDepth()); + ANGLE_TRY(image->loadData(context, fullImageArea, unpack, type, pixelData, + index.usesTex3D())); + } + + mDirtyImages = true; + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D::subImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Box &area, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + gl::Buffer *unpackBuffer, + const uint8_t *pixels, + ptrdiff_t layerOffset) +{ + // CPU readback & copy where direct GPU copy is not supported + const uint8_t *pixelData = nullptr; + ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData)); + + if (pixelData != nullptr) + { + ImageD3D *image = getImage(index); + ASSERT(image); + + if (shouldUseSetData(image)) + { + return mTexStorage->setData(context, index, image, &area, type, unpack, pixelData); + } + + ANGLE_TRY(image->loadData(context, area, unpack, type, pixelData, index.usesTex3D())); + ANGLE_TRY(commitRegion(context, index, area)); + mDirtyImages = true; + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D::setCompressedImageImpl(const gl::Context *context, + 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 angle::Result::Continue; + } + + // 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 = nullptr; + gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack); + ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData)); + + if (pixelData != nullptr) + { + gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth()); + ANGLE_TRY(image->loadCompressedData(context, fullImageArea, pixelData)); + + mDirtyImages = true; + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D::subImageCompressed(const gl::Context *context, + 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 = nullptr; + gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack); + ANGLE_TRY(GetUnpackPointer(context, unpack, unpackBuffer, pixels, layerOffset, &pixelData)); + + if (pixelData != nullptr) + { + ImageD3D *image = getImage(index); + ASSERT(image); + + ANGLE_TRY(image->loadCompressedData(context, area, pixelData)); + + mDirtyImages = true; + } + + return angle::Result::Continue; +} + +bool TextureD3D::isFastUnpackable(const gl::Buffer *unpackBuffer, GLenum sizedInternalFormat) +{ + return unpackBuffer != nullptr && + mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat); +} + +angle::Result TextureD3D::fastUnpackPixels(const gl::Context *context, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels, + const gl::Box &destArea, + GLenum sizedInternalFormat, + GLenum type, + RenderTargetD3D *destRenderTarget) +{ + bool check = (unpack.skipRows != 0 || unpack.skipPixels != 0 || unpack.imageHeight != 0 || + unpack.skipImages != 0); + ANGLE_CHECK(GetImplAs<ContextD3D>(context), !check, + "Unimplemented pixel store parameters in fastUnpackPixels", GL_INVALID_OPERATION); + + // No-op + if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0) + { + return angle::Result::Continue; + } + + // 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(context, unpack, static_cast<unsigned int>(offset), + destRenderTarget, sizedInternalFormat, type, + destArea)); + + return angle::Result::Continue; +} + +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)); +} + +angle::Result TextureD3D::setImageExternal(const gl::Context *context, + gl::TextureType type, + egl::Stream *stream, + const egl::Stream::GLTextureDescription &desc) +{ + // Only external images can accept external textures + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D::generateMipmap(const gl::Context *context) +{ + const GLuint baseLevel = mState.getEffectiveBaseLevel(); + const GLuint maxLevel = mState.getMipmapMaxLevel(); + ASSERT(maxLevel > baseLevel); // Should be checked before calling this. + + if (mTexStorage && mRenderer->getFeatures().zeroMaxLodWorkaround.enabled) + { + // Switch to using the mipmapped texture. + TextureStorage *textureStorage = nullptr; + ANGLE_TRY(getNativeTexture(context, &textureStorage)); + ANGLE_TRY(textureStorage->useLevelZeroWorkaroundTexture(context, false)); + } + + // Set up proper mipmap chain in our Image array. + ANGLE_TRY(initMipmapImages(context)); + + if (mTexStorage && mTexStorage->supportsNativeMipmapFunction()) + { + ANGLE_TRY(updateStorage(context)); + + // Generate the mipmap chain using the ad-hoc DirectX function. + ANGLE_TRY(mRenderer->generateMipmapUsingD3D(context, mTexStorage, mState)); + } + else + { + // Generate the mipmap chain, one level at a time. + ANGLE_TRY(generateMipmapUsingImages(context, maxLevel)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D::generateMipmapUsingImages(const gl::Context *context, + 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 (mTexStorage && couldUseSetData()) + { + 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(context, srcIndex, mTexStorage)); + } + } + else + { + ANGLE_TRY(updateStorage(context)); + } + } + + // 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->getFeatures().zeroMaxLodWorkaround.enabled)); + + 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(context, sourceIndex, destIndex)); + } + else + { + // CPU-side mipmapping + ANGLE_TRY( + mRenderer->generateMipmap(context, getImage(destIndex), getImage(sourceIndex))); + } + } + } + + mDirtyImages = true; + + if (mTexStorage) + { + ANGLE_TRY(updateStorage(context)); + } + + return angle::Result::Continue; +} + +bool TextureD3D::isBaseImageZeroSize() const +{ + ImageD3D *baseImage = getBaseLevelImage(); + + if (!baseImage || baseImage->getWidth() <= 0 || baseImage->getHeight() <= 0) + { + return true; + } + + if (baseImage->getType() == gl::TextureType::_3D && baseImage->getDepth() <= 0) + { + return true; + } + + if (baseImage->getType() == gl::TextureType::_2DArray && getLayerCount(getBaseLevel()) <= 0) + { + return true; + } + + return false; +} + +angle::Result TextureD3D::ensureRenderTarget(const gl::Context *context) +{ + ANGLE_TRY(initializeStorage(context, true)); + + // initializeStorage can fail with NoError if the texture is not complete. This is not + // an error for incomplete sampling, but it is a big problem for rendering. + if (!mTexStorage) + { + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Stop; + } + + if (!isBaseImageZeroSize()) + { + ASSERT(mTexStorage); + if (!mTexStorage->isRenderTarget()) + { + TexStoragePointer newRenderTargetStorage(context); + ANGLE_TRY(createCompleteStorage(true, &newRenderTargetStorage)); + + ANGLE_TRY(mTexStorage->copyToStorage(context, newRenderTargetStorage.get())); + ANGLE_TRY(setCompleteTexStorage(context, newRenderTargetStorage.get())); + newRenderTargetStorage.release(); + // If this texture is used in compute shader, we should invalidate this texture so that + // the UAV/SRV is rebound again with this new texture storage in next dispatch call. + mTexStorage->invalidateTextures(); + } + } + + return angle::Result::Continue; +} + +bool TextureD3D::canCreateRenderTargetForImage(const gl::ImageIndex &index) const +{ + if (index.getType() == gl::TextureType::_2DMultisample || + index.getType() == gl::TextureType::_2DMultisampleArray) + { + ASSERT(index.getType() != gl::TextureType::_2DMultisampleArray || index.hasLayer()); + return true; + } + + ImageD3D *image = getImage(index); + ASSERT(image); + bool levelsComplete = (isImageComplete(index) && isImageComplete(getImageIndex(0, 0))); + return (image->isRenderableFormat() && levelsComplete); +} + +angle::Result TextureD3D::commitRegion(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Box ®ion) +{ + if (mTexStorage) + { + ASSERT(isValidIndex(index)); + ImageD3D *image = getImage(index); + ANGLE_TRY(image->copyToStorage(context, mTexStorage, index, region)); + image->markClean(); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D::getAttachmentRenderTarget(const gl::Context *context, + GLenum binding, + const gl::ImageIndex &imageIndex, + FramebufferAttachmentRenderTarget **rtOut) +{ + RenderTargetD3D *rtD3D = nullptr; + ANGLE_TRY(getRenderTarget(context, imageIndex, &rtD3D)); + *rtOut = static_cast<FramebufferAttachmentRenderTarget *>(rtD3D); + return angle::Result::Continue; +} + +angle::Result TextureD3D::setBaseLevel(const gl::Context *context, 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(); + ANGLE_TRY(releaseTexStorage(context)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D::syncState(const gl::Context *context, + const gl::Texture::DirtyBits &dirtyBits) +{ + // This could be improved using dirty bits. + return angle::Result::Continue; +} + +angle::Result TextureD3D::releaseTexStorage(const gl::Context *context) +{ + if (!mTexStorage) + { + return angle::Result::Continue; + } + + auto err = mTexStorage->onDestroy(context); + SafeDelete(mTexStorage); + return err; +} + +void TextureD3D::onDestroy(const gl::Context *context) +{ + (void)releaseTexStorage(context); +} + +angle::Result TextureD3D::initializeContents(const gl::Context *context, + const gl::ImageIndex &imageIndex) +{ + ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); + gl::ImageIndex index = imageIndex; + + // Special case for D3D11 3D textures. We can't create render targets for individual layers of a + // 3D texture, so force the clear to the entire mip. There shouldn't ever be a case where we + // would lose existing data. + if (index.getType() == gl::TextureType::_3D) + { + index = gl::ImageIndex::Make3D(index.getLevelIndex(), gl::ImageIndex::kEntireLevel); + } + else if (index.getType() == gl::TextureType::_2DArray && !index.hasLayer()) + { + std::array<GLint, gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS> tempLayerCounts; + + GLint levelIndex = index.getLevelIndex(); + tempLayerCounts[levelIndex] = getLayerCount(levelIndex); + gl::ImageIndexIterator iterator = + gl::ImageIndexIterator::Make2DArray(levelIndex, levelIndex + 1, tempLayerCounts.data()); + while (iterator.hasNext()) + { + ANGLE_TRY(initializeContents(context, iterator.next())); + } + return angle::Result::Continue; + } + else if (index.getType() == gl::TextureType::_2DMultisampleArray && !index.hasLayer()) + { + std::array<GLint, gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS> tempLayerCounts; + + ASSERT(index.getLevelIndex() == 0); + tempLayerCounts[0] = getLayerCount(0); + gl::ImageIndexIterator iterator = + gl::ImageIndexIterator::Make2DMultisampleArray(tempLayerCounts.data()); + while (iterator.hasNext()) + { + ANGLE_TRY(initializeContents(context, iterator.next())); + } + return angle::Result::Continue; + } + + // Force image clean. + ImageD3D *image = getImage(index); + if (image) + { + image->markClean(); + } + + // Fast path: can use a render target clear. + // We don't use the fast path with the zero max lod workaround because it would introduce a race + // between the rendertarget and the staging images. + const angle::FeaturesD3D &features = mRenderer->getFeatures(); + bool shouldUseClear = (image == nullptr); + if (canCreateRenderTargetForImage(index) && !features.zeroMaxLodWorkaround.enabled && + (shouldUseClear || features.allowClearForRobustResourceInit.enabled)) + { + ANGLE_TRY(ensureRenderTarget(context)); + ASSERT(mTexStorage); + RenderTargetD3D *renderTarget = nullptr; + ANGLE_TRY(mTexStorage->getRenderTarget(context, index, &renderTarget)); + ANGLE_TRY(mRenderer->initRenderTarget(context, renderTarget)); + return angle::Result::Continue; + } + + ASSERT(image != nullptr); + + // Slow path: non-renderable texture or the texture levels aren't set up. + const auto &formatInfo = gl::GetSizedInternalFormatInfo(image->getInternalFormat()); + + GLuint imageBytes = 0; + ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeRowPitch(formatInfo.type, image->getWidth(), + 1, 0, &imageBytes)); + imageBytes *= image->getHeight() * image->getDepth(); + + gl::PixelUnpackState zeroDataUnpackState; + zeroDataUnpackState.alignment = 1; + + angle::MemoryBuffer *zeroBuffer = nullptr; + ANGLE_CHECK_GL_ALLOC(contextD3D, context->getZeroFilledBuffer(imageBytes, &zeroBuffer)); + + if (shouldUseSetData(image)) + { + ANGLE_TRY(mTexStorage->setData(context, index, image, nullptr, formatInfo.type, + zeroDataUnpackState, zeroBuffer->data())); + } + else + { + gl::Box fullImageArea(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth()); + ANGLE_TRY(image->loadData(context, fullImageArea, zeroDataUnpackState, formatInfo.type, + zeroBuffer->data(), false)); + + // Force an update to the tex storage so we avoid problems with subImage and dirty regions. + if (mTexStorage) + { + ANGLE_TRY(commitRegion(context, index, fullImageArea)); + image->markClean(); + } + else + { + mDirtyImages = true; + } + } + return angle::Result::Continue; +} + +TextureD3D_2D::TextureD3D_2D(const gl::TextureState &state, RendererD3D *renderer) + : TextureD3D(state, renderer) +{ + mEGLImageTarget = false; + for (auto &image : mImageArray) + { + image.reset(renderer->createImage()); + } +} + +void TextureD3D_2D::onDestroy(const gl::Context *context) +{ + // 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 (auto &image : mImageArray) + { + image.reset(); + } + return TextureD3D::onDestroy(context); +} + +TextureD3D_2D::~TextureD3D_2D() {} + +ImageD3D *TextureD3D_2D::getImage(int level, int layer) const +{ + ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); + ASSERT(layer == 0); + return mImageArray[level].get(); +} + +ImageD3D *TextureD3D_2D::getImage(const gl::ImageIndex &index) const +{ + ASSERT(index.getLevelIndex() < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); + ASSERT(!index.hasLayer()); + ASSERT(index.getType() == gl::TextureType::_2D); + return mImageArray[index.getLevelIndex()].get(); +} + +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::GetSizedInternalFormatInfo(getInternalFormat(level)).depthBits > 0; +} + +bool TextureD3D_2D::isSRGB(GLint level) const +{ + return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).colorEncoding == GL_SRGB; +} + +angle::Result TextureD3D_2D::setImage(const gl::Context *context, + const gl::ImageIndex &index, + GLenum internalFormat, + const gl::Extents &size, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2D && size.depth == 1); + + const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type); + + bool fastUnpacked = false; + + ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat, + size, false)); + + // Attempt a fast gpu copy of the pixel data to the surface + gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack); + if (isFastUnpackable(unpackBuffer, internalFormatInfo.sizedInternalFormat) && + isLevelComplete(index.getLevelIndex())) + { + // Will try to create RT storage if it does not exist + RenderTargetD3D *destRenderTarget = nullptr; + ANGLE_TRY(getRenderTarget(context, index, &destRenderTarget)); + + gl::Box destArea(0, 0, 0, getWidth(index.getLevelIndex()), getHeight(index.getLevelIndex()), + 1); + + ANGLE_TRY(fastUnpackPixels(context, unpack, pixels, destArea, + internalFormatInfo.sizedInternalFormat, type, destRenderTarget)); + + // Ensure we don't overwrite our newly initialized data + mImageArray[index.getLevelIndex()]->markClean(); + + fastUnpacked = true; + } + + if (!fastUnpacked) + { + ANGLE_TRY(setImageImpl(context, index, type, unpack, pixels, 0)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::setSubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Box &area, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + gl::Buffer *unpackBuffer, + const uint8_t *pixels) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2D && area.depth == 1 && area.z == 0); + + GLenum mipFormat = getInternalFormat(index.getLevelIndex()); + if (isFastUnpackable(unpackBuffer, mipFormat) && isLevelComplete(index.getLevelIndex())) + { + RenderTargetD3D *renderTarget = nullptr; + ANGLE_TRY(getRenderTarget(context, index, &renderTarget)); + ASSERT(!mImageArray[index.getLevelIndex()]->isDirty()); + + return fastUnpackPixels(context, unpack, pixels, area, mipFormat, type, renderTarget); + } + else + { + return TextureD3D::subImage(context, index, area, format, type, unpack, unpackBuffer, + pixels, 0); + } +} + +angle::Result TextureD3D_2D::setCompressedImage(const gl::Context *context, + const gl::ImageIndex &index, + GLenum internalFormat, + const gl::Extents &size, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2D && size.depth == 1); + + // compressed formats don't have separate sized internal formats-- we can just use the + // compressed format directly + ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormat, size, false)); + + return setCompressedImageImpl(context, index, unpack, pixels, 0); +} + +angle::Result TextureD3D_2D::setCompressedSubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Box &area, + GLenum format, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2D && area.depth == 1 && area.z == 0); + ANGLE_TRY(TextureD3D::subImageCompressed(context, index, area, format, unpack, pixels, 0)); + + return commitRegion(context, index, area); +} + +angle::Result TextureD3D_2D::copyImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Rectangle &sourceArea, + GLenum internalFormat, + gl::Framebuffer *source) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2D); + + const gl::InternalFormat &internalFormatInfo = + gl::GetInternalFormatInfo(internalFormat, GL_UNSIGNED_BYTE); + gl::Extents sourceExtents(sourceArea.width, sourceArea.height, 1); + ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat, + sourceExtents, false)); + + gl::Extents fbSize = source->getReadColorAttachment()->getSize(); + + // Does the read area extend beyond the framebuffer? + bool outside = sourceArea.x < 0 || sourceArea.y < 0 || + sourceArea.x + sourceArea.width > fbSize.width || + sourceArea.y + sourceArea.height > fbSize.height; + + // WebGL requires that pixels that would be outside the framebuffer are treated as zero values, + // so clear the mip level to 0 prior to making the copy if any pixel would be sampled outside. + // Same thing for robust resource init. + if (outside && + (context->getExtensions().webglCompatibility || context->isRobustResourceInitEnabled())) + { + ANGLE_TRY(initializeContents(context, index)); + } + + gl::Rectangle clippedArea; + if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea)) + { + // Empty source area, nothing to do. + return angle::Result::Continue; + } + + gl::Offset destOffset(clippedArea.x - sourceArea.x, clippedArea.y - sourceArea.y, 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->getFeatures().zeroMaxLodWorkaround.enabled) + { + ANGLE_TRY(mImageArray[index.getLevelIndex()]->copyFromFramebuffer(context, destOffset, + clippedArea, source)); + mDirtyImages = true; + } + else + { + ANGLE_TRY(ensureRenderTarget(context)); + + if (clippedArea.width != 0 && clippedArea.height != 0 && + isValidLevel(index.getLevelIndex())) + { + ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex())); + ANGLE_TRY(mRenderer->copyImage2D(context, source, clippedArea, internalFormat, + destOffset, mTexStorage, index.getLevelIndex())); + } + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::copySubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Offset &destOffset, + const gl::Rectangle &sourceArea, + gl::Framebuffer *source) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2D && destOffset.z == 0); + + gl::Extents fbSize = source->getReadColorAttachment()->getSize(); + gl::Rectangle clippedArea; + if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea)) + { + return angle::Result::Continue; + } + const gl::Offset clippedOffset(destOffset.x + clippedArea.x - sourceArea.x, + destOffset.y + clippedArea.y - sourceArea.y, 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) + + // 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->getFeatures().zeroMaxLodWorkaround.enabled) + { + ANGLE_TRY(mImageArray[index.getLevelIndex()]->copyFromFramebuffer(context, clippedOffset, + clippedArea, source)); + mDirtyImages = true; + } + else + { + ANGLE_TRY(ensureRenderTarget(context)); + + if (isValidLevel(index.getLevelIndex())) + { + ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex())); + ANGLE_TRY(mRenderer->copyImage2D(context, source, clippedArea, + gl::GetUnsizedFormat(getBaseLevelInternalFormat()), + clippedOffset, mTexStorage, index.getLevelIndex())); + } + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::copyTexture(const gl::Context *context, + const gl::ImageIndex &index, + GLenum internalFormat, + GLenum type, + size_t sourceLevel, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + const gl::Texture *source) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2D); + + gl::TextureType sourceType = source->getType(); + + const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type); + gl::Extents size( + static_cast<int>(source->getWidth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)), + static_cast<int>(source->getHeight(NonCubeTextureTypeToTarget(sourceType), sourceLevel)), + 1); + ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat, + size, false)); + + gl::Box sourceBox(0, 0, 0, size.width, size.height, 1); + gl::Offset destOffset(0, 0, 0); + + if (!isSRGB(index.getLevelIndex()) && canCreateRenderTargetForImage(index)) + { + ANGLE_TRY(ensureRenderTarget(context)); + ASSERT(isValidLevel(index.getLevelIndex())); + ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex())); + + ANGLE_TRY(mRenderer->copyTexture( + context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2D, sourceBox, + internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage, + index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha)); + } + else + { + gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel)); + TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source); + ImageD3D *sourceImage = nullptr; + ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage)); + + ImageD3D *destImage = nullptr; + ANGLE_TRY(getImageAndSyncFromStorage(context, index, &destImage)); + + ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset, + unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha)); + + mDirtyImages = true; + + gl::Box destRegion(destOffset, size); + ANGLE_TRY(commitRegion(context, index, destRegion)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::copySubTexture(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Offset &destOffset, + size_t sourceLevel, + const gl::Box &sourceBox, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + const gl::Texture *source) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2D); + + if (!isSRGB(index.getLevelIndex()) && canCreateRenderTargetForImage(index)) + { + ANGLE_TRY(ensureRenderTarget(context)); + ASSERT(isValidLevel(index.getLevelIndex())); + ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex())); + + const gl::InternalFormat &internalFormatInfo = + gl::GetSizedInternalFormatInfo(getInternalFormat(index.getLevelIndex())); + ANGLE_TRY(mRenderer->copyTexture( + context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2D, sourceBox, + internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage, + index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha)); + } + else + { + gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel)); + TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source); + ImageD3D *sourceImage = nullptr; + ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage)); + + ImageD3D *destImage = nullptr; + ANGLE_TRY(getImageAndSyncFromStorage(context, index, &destImage)); + + ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset, + unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha)); + + mDirtyImages = true; + + gl::Box destRegion(destOffset.x, destOffset.y, 0, sourceBox.width, sourceBox.height, 1); + ANGLE_TRY(commitRegion(context, index, destRegion)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::copyCompressedTexture(const gl::Context *context, + const gl::Texture *source) +{ + gl::TextureTarget sourceTarget = NonCubeTextureTypeToTarget(source->getType()); + GLint sourceLevel = 0; + + GLint destLevel = 0; + + GLenum sizedInternalFormat = + source->getFormat(sourceTarget, sourceLevel).info->sizedInternalFormat; + gl::Extents size(static_cast<int>(source->getWidth(sourceTarget, sourceLevel)), + static_cast<int>(source->getHeight(sourceTarget, sourceLevel)), 1); + ANGLE_TRY(redefineImage(context, destLevel, sizedInternalFormat, size, false)); + + ANGLE_TRY(initializeStorage(context, false)); + ASSERT(mTexStorage); + + ANGLE_TRY( + mRenderer->copyCompressedTexture(context, source, sourceLevel, mTexStorage, destLevel)); + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::setStorage(const gl::Context *context, + gl::TextureType type, + size_t levels, + GLenum internalFormat, + const gl::Extents &size) +{ + ASSERT(type == gl::TextureType::_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); + ANGLE_TRY(redefineImage(context, level, internalFormat, levelSize, true)); + } + + for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) + { + ANGLE_TRY(redefineImage(context, level, GL_NONE, gl::Extents(0, 0, 1), true)); + } + + // TODO(geofflang): Verify storage creation had no errors + bool renderTarget = IsRenderTargetUsage(mState.getUsage()); + TexStoragePointer storage(context); + storage.reset(mRenderer->createTextureStorage2D(internalFormat, renderTarget, size.width, + size.height, static_cast<int>(levels), false)); + + ANGLE_TRY(setCompleteTexStorage(context, storage.get())); + storage.release(); + + ANGLE_TRY(updateStorage(context)); + + mImmutable = true; + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::bindTexImage(const gl::Context *context, egl::Surface *surface) +{ + GLenum internalformat = surface->getConfig()->renderTargetFormat; + + gl::Extents size(surface->getWidth(), surface->getHeight(), 1); + ANGLE_TRY(redefineImage(context, 0, internalformat, size, true)); + + ANGLE_TRY(releaseTexStorage(context)); + + SurfaceD3D *surfaceD3D = GetImplAs<SurfaceD3D>(surface); + ASSERT(surfaceD3D); + + mTexStorage = mRenderer->createTextureStorage2D(surfaceD3D->getSwapChain()); + mEGLImageTarget = false; + + mDirtyImages = false; + mImageArray[0]->markClean(); + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::releaseTexImage(const gl::Context *context) +{ + if (mTexStorage) + { + ANGLE_TRY(releaseTexStorage(context)); + } + + for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++) + { + ANGLE_TRY(redefineImage(context, i, GL_NONE, gl::Extents(0, 0, 1), true)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::setEGLImageTarget(const gl::Context *context, + gl::TextureType type, + 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); + ANGLE_TRY(redefineImage(context, 0, format.info->sizedInternalFormat, size, true)); + + // Clear all other images. + for (size_t level = 1; level < mImageArray.size(); level++) + { + ANGLE_TRY(redefineImage(context, level, GL_NONE, gl::Extents(0, 0, 1), true)); + } + + ANGLE_TRY(releaseTexStorage(context)); + mImageArray[0]->markClean(); + + // Pass in the RenderTargetD3D here: createTextureStorage can't generate an error. + RenderTargetD3D *renderTargetD3D = nullptr; + ANGLE_TRY(eglImaged3d->getRenderTarget(context, &renderTargetD3D)); + + mTexStorage = mRenderer->createTextureStorageEGLImage(eglImaged3d, renderTargetD3D); + mEGLImageTarget = true; + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::initMipmapImages(const gl::Context *context) +{ + 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); + + ANGLE_TRY(redefineImage(context, level, getBaseLevelInternalFormat(), levelSize, false)); + } + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::getRenderTarget(const gl::Context *context, + const gl::ImageIndex &index, + RenderTargetD3D **outRT) +{ + ASSERT(!index.hasLayer()); + + // ensure the underlying texture is created + ANGLE_TRY(ensureRenderTarget(context)); + ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex())); + + return mTexStorage->getRenderTarget(context, 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 <= static_cast<int>(mImageArray.size()) && + mImageArray[level] != nullptr); + ImageD3D *image = mImageArray[level].get(); + + 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.getLevelIndex()); +} + +// Constructs a native texture resource from the texture images +angle::Result TextureD3D_2D::initializeStorage(const gl::Context *context, bool renderTarget) +{ + // Only initialize the first time this texture is used as a render target or shader resource + if (mTexStorage) + { + return angle::Result::Continue; + } + + // do not attempt to create storage for nonexistant data + if (!isLevelComplete(getBaseLevel())) + { + return angle::Result::Continue; + } + + bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage())); + + TexStoragePointer storage(context); + ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage)); + + ANGLE_TRY(setCompleteTexStorage(context, storage.get())); + storage.release(); + + ASSERT(mTexStorage); + + // flush image data to the storage + ANGLE_TRY(updateStorage(context)); + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::createCompleteStorage(bool renderTarget, + TexStoragePointer *outStorage) 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->getFeatures().zeroMaxLodWorkaround.enabled) + { + // 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 + outStorage->reset(mRenderer->createTextureStorage2D(internalFormat, renderTarget, width, height, + levels, hintLevelZeroOnly)); + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::setCompleteTexStorage(const gl::Context *context, + TextureStorage *newCompleteTexStorage) +{ + if (newCompleteTexStorage && newCompleteTexStorage->isManaged()) + { + for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++) + { + ANGLE_TRY( + mImageArray[level]->setManagedSurface2D(context, newCompleteTexStorage, level)); + } + } + + ANGLE_TRY(releaseTexStorage(context)); + mTexStorage = newCompleteTexStorage; + + mDirtyImages = true; + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::updateStorage(const gl::Context *context) +{ + if (!mDirtyImages) + { + return angle::Result::Continue; + } + + ASSERT(mTexStorage != nullptr); + GLint storageLevels = mTexStorage->getLevelCount(); + for (int level = 0; level < storageLevels; level++) + { + if (mImageArray[level]->isDirty() && isLevelComplete(level)) + { + ANGLE_TRY(updateStorageLevel(context, level)); + } + } + + mDirtyImages = false; + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::updateStorageLevel(const gl::Context *context, int level) +{ + ASSERT(level <= static_cast<int>(mImageArray.size()) && mImageArray[level] != nullptr); + 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(context, index, region)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2D::redefineImage(const gl::Context *context, + 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::TextureType::_2D, internalformat, size, forceRelease); + mDirtyImages = mDirtyImages || mImageArray[level]->isDirty(); + + 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) + { + ANGLE_TRY(mImageArray[0]->copyFromTexStorage(context, gl::ImageIndex::Make2D(0), + mTexStorage)); + } + + if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth || + size.height != storageHeight || + internalformat != storageFormat) // Discard mismatched storage + { + ANGLE_TRY(releaseTexStorage(context)); + markAllImagesDirty(); + } + } + + // Can't be an EGL image target after being redefined + mEGLImageTarget = false; + + return angle::Result::Continue; +} + +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.getType() == gl::TextureType::_2D && index.getLevelIndex() >= 0 && + index.getLevelIndex() < 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 (auto &face : mImageArray) + { + for (auto &image : face) + { + image.reset(renderer->createImage()); + } + } +} + +void TextureD3D_Cube::onDestroy(const gl::Context *context) +{ + // 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 (auto &face : mImageArray) + { + for (auto &image : face) + { + image.reset(); + } + } + return TextureD3D::onDestroy(context); +} + +TextureD3D_Cube::~TextureD3D_Cube() {} + +ImageD3D *TextureD3D_Cube::getImage(int level, int layer) const +{ + ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); + ASSERT(layer >= 0 && static_cast<size_t>(layer) < gl::kCubeFaceCount); + return mImageArray[layer][level].get(); +} + +ImageD3D *TextureD3D_Cube::getImage(const gl::ImageIndex &index) const +{ + ASSERT(index.getLevelIndex() < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); + ASSERT(gl::IsCubeMapFaceTarget(index.getTarget())); + return mImageArray[index.cubeMapFaceIndex()][index.getLevelIndex()].get(); +} + +GLsizei TextureD3D_Cube::getLayerCount(int level) const +{ + ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); + return gl::kCubeFaceCount; +} + +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::GetSizedInternalFormatInfo(getInternalFormat(level, layer)).depthBits > 0; +} + +bool TextureD3D_Cube::isSRGB(GLint level, GLint layer) const +{ + return gl::GetSizedInternalFormatInfo(getInternalFormat(level, layer)).colorEncoding == GL_SRGB; +} + +angle::Result TextureD3D_Cube::setEGLImageTarget(const gl::Context *context, + gl::TextureType type, + egl::Image *image) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D_Cube::setImage(const gl::Context *context, + const gl::ImageIndex &index, + GLenum internalFormat, + const gl::Extents &size, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels) +{ + ASSERT(size.depth == 1); + + const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type); + ANGLE_TRY(redefineImage(context, index.cubeMapFaceIndex(), index.getLevelIndex(), + internalFormatInfo.sizedInternalFormat, size, false)); + + return setImageImpl(context, index, type, unpack, pixels, 0); +} + +angle::Result TextureD3D_Cube::setSubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Box &area, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + gl::Buffer *unpackBuffer, + const uint8_t *pixels) +{ + ASSERT(area.depth == 1 && area.z == 0); + return TextureD3D::subImage(context, index, area, format, type, unpack, unpackBuffer, pixels, + 0); +} + +angle::Result TextureD3D_Cube::setCompressedImage(const gl::Context *context, + const gl::ImageIndex &index, + 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 + ANGLE_TRY(redefineImage(context, index.cubeMapFaceIndex(), index.getLevelIndex(), + internalFormat, size, false)); + + return setCompressedImageImpl(context, index, unpack, pixels, 0); +} + +angle::Result TextureD3D_Cube::setCompressedSubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Box &area, + GLenum format, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + ASSERT(area.depth == 1 && area.z == 0); + + ANGLE_TRY(TextureD3D::subImageCompressed(context, index, area, format, unpack, pixels, 0)); + return commitRegion(context, index, area); +} + +angle::Result TextureD3D_Cube::copyImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Rectangle &sourceArea, + GLenum internalFormat, + gl::Framebuffer *source) +{ + GLint faceIndex = index.cubeMapFaceIndex(); + const gl::InternalFormat &internalFormatInfo = + gl::GetInternalFormatInfo(internalFormat, GL_UNSIGNED_BYTE); + + gl::Extents size(sourceArea.width, sourceArea.height, 1); + ANGLE_TRY(redefineImage(context, faceIndex, index.getLevelIndex(), + internalFormatInfo.sizedInternalFormat, size, false)); + + gl::Extents fbSize = source->getReadColorAttachment()->getSize(); + + // Does the read area extend beyond the framebuffer? + bool outside = sourceArea.x < 0 || sourceArea.y < 0 || + sourceArea.x + sourceArea.width > fbSize.width || + sourceArea.y + sourceArea.height > fbSize.height; + + // WebGL requires that pixels that would be outside the framebuffer are treated as zero values, + // so clear the mip level to 0 prior to making the copy if any pixel would be sampled outside. + // Same thing for robust resource init. + if (outside && + (context->getExtensions().webglCompatibility || context->isRobustResourceInitEnabled())) + { + ANGLE_TRY(initializeContents(context, index)); + } + + gl::Rectangle clippedArea; + if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea)) + { + // Empty source area, nothing to do. + return angle::Result::Continue; + } + + gl::Offset destOffset(clippedArea.x - sourceArea.x, clippedArea.y - sourceArea.y, 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->getFeatures().zeroMaxLodWorkaround.enabled) + { + ANGLE_TRY(mImageArray[faceIndex][index.getLevelIndex()]->copyFromFramebuffer( + context, destOffset, clippedArea, source)); + mDirtyImages = true; + } + else + { + ANGLE_TRY(ensureRenderTarget(context)); + + ASSERT(size.width == size.height); + + if (size.width > 0 && isValidFaceLevel(faceIndex, index.getLevelIndex())) + { + ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, index.getLevelIndex())); + ANGLE_TRY(mRenderer->copyImageCube(context, source, clippedArea, internalFormat, + destOffset, mTexStorage, index.getTarget(), + index.getLevelIndex())); + } + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_Cube::copySubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Offset &destOffset, + const gl::Rectangle &sourceArea, + gl::Framebuffer *source) +{ + gl::Extents fbSize = source->getReadColorAttachment()->getSize(); + gl::Rectangle clippedArea; + if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), &clippedArea)) + { + return angle::Result::Continue; + } + const gl::Offset clippedOffset(destOffset.x + clippedArea.x - sourceArea.x, + destOffset.y + clippedArea.y - sourceArea.y, 0); + + GLint faceIndex = index.cubeMapFaceIndex(); + + // 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->getFeatures().zeroMaxLodWorkaround.enabled) + { + ANGLE_TRY(mImageArray[faceIndex][index.getLevelIndex()]->copyFromFramebuffer( + context, clippedOffset, clippedArea, source)); + mDirtyImages = true; + } + else + { + ANGLE_TRY(ensureRenderTarget(context)); + if (isValidFaceLevel(faceIndex, index.getLevelIndex())) + { + ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, index.getLevelIndex())); + ANGLE_TRY(mRenderer->copyImageCube( + context, source, clippedArea, gl::GetUnsizedFormat(getBaseLevelInternalFormat()), + clippedOffset, mTexStorage, index.getTarget(), index.getLevelIndex())); + } + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_Cube::copyTexture(const gl::Context *context, + const gl::ImageIndex &index, + GLenum internalFormat, + GLenum type, + size_t sourceLevel, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + const gl::Texture *source) +{ + ASSERT(gl::IsCubeMapFaceTarget(index.getTarget())); + + gl::TextureTarget sourceTarget = NonCubeTextureTypeToTarget(source->getType()); + + GLint faceIndex = index.cubeMapFaceIndex(); + + const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type); + gl::Extents size(static_cast<int>(source->getWidth(sourceTarget, sourceLevel)), + static_cast<int>(source->getHeight(sourceTarget, sourceLevel)), 1); + ANGLE_TRY(redefineImage(context, faceIndex, index.getLevelIndex(), + internalFormatInfo.sizedInternalFormat, size, false)); + + gl::Box sourceBox(0, 0, 0, size.width, size.height, 1); + gl::Offset destOffset(0, 0, 0); + + if (!isSRGB(index.getLevelIndex(), faceIndex) && canCreateRenderTargetForImage(index)) + { + + ANGLE_TRY(ensureRenderTarget(context)); + ASSERT(isValidFaceLevel(faceIndex, index.getLevelIndex())); + ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, index.getLevelIndex())); + + ANGLE_TRY(mRenderer->copyTexture( + context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2D, sourceBox, + internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage, + index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha)); + } + else + { + gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel)); + TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source); + ImageD3D *sourceImage = nullptr; + ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage)); + + ImageD3D *destImage = nullptr; + ANGLE_TRY(getImageAndSyncFromStorage(context, index, &destImage)); + + ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset, + unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha)); + + mDirtyImages = true; + + gl::Box destRegion(destOffset, size); + ANGLE_TRY(commitRegion(context, index, destRegion)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_Cube::copySubTexture(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Offset &destOffset, + size_t sourceLevel, + const gl::Box &sourceBox, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + const gl::Texture *source) +{ + ASSERT(gl::IsCubeMapFaceTarget(index.getTarget())); + + GLint faceIndex = index.cubeMapFaceIndex(); + + if (!isSRGB(index.getLevelIndex(), faceIndex) && canCreateRenderTargetForImage(index)) + { + ANGLE_TRY(ensureRenderTarget(context)); + ASSERT(isValidFaceLevel(faceIndex, index.getLevelIndex())); + ANGLE_TRY(updateStorageFaceLevel(context, faceIndex, index.getLevelIndex())); + + const gl::InternalFormat &internalFormatInfo = + gl::GetSizedInternalFormatInfo(getInternalFormat(index.getLevelIndex(), faceIndex)); + ANGLE_TRY(mRenderer->copyTexture( + context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2D, sourceBox, + internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage, + index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha)); + } + else + { + gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make2D(static_cast<GLint>(sourceLevel)); + TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source); + ImageD3D *sourceImage = nullptr; + ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage)); + + ImageD3D *destImage = nullptr; + ANGLE_TRY(getImageAndSyncFromStorage(context, index, &destImage)); + + ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset, + unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha)); + + mDirtyImages = true; + + gl::Box destRegion(destOffset.x, destOffset.y, 0, sourceBox.width, sourceBox.height, 1); + ANGLE_TRY(commitRegion(context, index, destRegion)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_Cube::setStorage(const gl::Context *context, + gl::TextureType type, + 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 (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++) + { + mImageArray[faceIndex][level]->redefine(gl::TextureType::CubeMap, internalFormat, + gl::Extents(mipSize, mipSize, 1), true); + } + } + + for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) + { + for (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++) + { + mImageArray[faceIndex][level]->redefine(gl::TextureType::CubeMap, GL_NONE, + gl::Extents(0, 0, 0), true); + } + } + + // TODO(geofflang): Verify storage creation had no errors + bool renderTarget = IsRenderTargetUsage(mState.getUsage()); + + TexStoragePointer storage(context); + storage.reset(mRenderer->createTextureStorageCube(internalFormat, renderTarget, size.width, + static_cast<int>(levels), false)); + + ANGLE_TRY(setCompleteTexStorage(context, storage.get())); + storage.release(); + + ANGLE_TRY(updateStorage(context)); + + mImmutable = true; + + return angle::Result::Continue; +} + +// 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 (size_t faceIndex = 1; faceIndex < gl::kCubeFaceCount; faceIndex++) + { + const ImageD3D &faceBaseImage = *mImageArray[faceIndex][getBaseLevel()]; + + if (faceBaseImage.getWidth() != baseWidth || faceBaseImage.getHeight() != baseHeight || + faceBaseImage.getInternalFormat() != baseFormat) + { + return false; + } + } + + return true; +} + +angle::Result TextureD3D_Cube::bindTexImage(const gl::Context *context, egl::Surface *surface) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D_Cube::releaseTexImage(const gl::Context *context) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D_Cube::initMipmapImages(const gl::Context *context) +{ + 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 (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++) + { + for (GLuint level = baseLevel + 1; level <= maxLevel; level++) + { + int faceLevelSize = + (std::max(mImageArray[faceIndex][baseLevel]->getWidth() >> (level - baseLevel), 1)); + ANGLE_TRY(redefineImage(context, faceIndex, level, + mImageArray[faceIndex][baseLevel]->getInternalFormat(), + gl::Extents(faceLevelSize, faceLevelSize, 1), false)); + } + } + return angle::Result::Continue; +} + +angle::Result TextureD3D_Cube::getRenderTarget(const gl::Context *context, + const gl::ImageIndex &index, + RenderTargetD3D **outRT) +{ + ASSERT(gl::IsCubeMapFaceTarget(index.getTarget())); + + // ensure the underlying texture is created + ANGLE_TRY(ensureRenderTarget(context)); + ANGLE_TRY(updateStorageFaceLevel(context, index.cubeMapFaceIndex(), index.getLevelIndex())); + + return mTexStorage->getRenderTarget(context, index, outRT); +} + +angle::Result TextureD3D_Cube::initializeStorage(const gl::Context *context, bool renderTarget) +{ + // Only initialize the first time this texture is used as a render target or shader resource + if (mTexStorage) + { + return angle::Result::Continue; + } + + // do not attempt to create storage for nonexistant data + if (!isFaceLevelComplete(0, getBaseLevel())) + { + return angle::Result::Continue; + } + + bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage())); + + TexStoragePointer storage(context); + ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage)); + + ANGLE_TRY(setCompleteTexStorage(context, storage.get())); + storage.release(); + + ASSERT(mTexStorage); + + // flush image data to the storage + ANGLE_TRY(updateStorage(context)); + + return angle::Result::Continue; +} + +angle::Result TextureD3D_Cube::createCompleteStorage(bool renderTarget, + TexStoragePointer *outStorage) 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->getFeatures().zeroMaxLodWorkaround.enabled) + { + // 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 (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount && 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 + outStorage->reset(mRenderer->createTextureStorageCube( + getBaseLevelInternalFormat(), renderTarget, size, levels, hintLevelZeroOnly)); + + return angle::Result::Continue; +} + +angle::Result TextureD3D_Cube::setCompleteTexStorage(const gl::Context *context, + TextureStorage *newCompleteTexStorage) +{ + if (newCompleteTexStorage && newCompleteTexStorage->isManaged()) + { + for (size_t faceIndex = 0; faceIndex < gl::kCubeFaceCount; faceIndex++) + { + for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++) + { + ANGLE_TRY(mImageArray[faceIndex][level]->setManagedSurfaceCube( + context, newCompleteTexStorage, faceIndex, level)); + } + } + } + + ANGLE_TRY(releaseTexStorage(context)); + mTexStorage = newCompleteTexStorage; + + mDirtyImages = true; + return angle::Result::Continue; +} + +angle::Result TextureD3D_Cube::updateStorage(const gl::Context *context) +{ + if (!mDirtyImages) + { + return angle::Result::Continue; + } + + ASSERT(mTexStorage != nullptr); + GLint storageLevels = mTexStorage->getLevelCount(); + for (size_t face = 0; face < gl::kCubeFaceCount; face++) + { + for (int level = 0; level < storageLevels; level++) + { + if (mImageArray[face][level]->isDirty() && isFaceLevelComplete(face, level)) + { + ANGLE_TRY(updateStorageFaceLevel(context, face, level)); + } + } + } + + mDirtyImages = false; + return angle::Result::Continue; +} + +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 && static_cast<size_t>(faceIndex) < gl::kCubeFaceCount && + level < static_cast<int>(mImageArray[faceIndex].size()) && + mImageArray[faceIndex][level] != nullptr); + + if (isImmutable()) + { + return true; + } + + int levelZeroSize = getLevelZeroWidth(); + + if (levelZeroSize <= 0) + { + return false; + } + + // Check that non-zero levels are consistent with the base level. + const ImageD3D *faceLevelImage = mImageArray[faceIndex][level].get(); + + 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.cubeMapFaceIndex(), index.getLevelIndex()); +} + +angle::Result TextureD3D_Cube::updateStorageFaceLevel(const gl::Context *context, + int faceIndex, + int level) +{ + ASSERT(level >= 0 && static_cast<size_t>(faceIndex) < gl::kCubeFaceCount && + level < static_cast<int>(mImageArray[faceIndex].size()) && + mImageArray[faceIndex][level] != nullptr); + ImageD3D *image = mImageArray[faceIndex][level].get(); + + if (image->isDirty()) + { + gl::TextureTarget faceTarget = gl::CubeFaceIndexToTextureTarget(faceIndex); + gl::ImageIndex index = gl::ImageIndex::MakeCubeMapFace(faceTarget, level); + gl::Box region(0, 0, 0, image->getWidth(), image->getHeight(), 1); + ANGLE_TRY(commitRegion(context, index, region)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_Cube::redefineImage(const gl::Context *context, + int faceIndex, + GLint level, + GLenum internalformat, + const gl::Extents &size, + bool forceRelease) +{ + // 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::TextureType::CubeMap, internalformat, size, + forceRelease); + mDirtyImages = mDirtyImages || mImageArray[faceIndex][level]->isDirty(); + + if (mTexStorage) + { + const int storageLevels = mTexStorage->getLevelCount(); + + if ((level >= storageLevels && storageLevels != 0) || size.width != storageWidth || + size.height != storageHeight || + internalformat != storageFormat) // Discard mismatched storage + { + markAllImagesDirty(); + ANGLE_TRY(releaseTexStorage(context)); + } + } + + return angle::Result::Continue; +} + +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::MakeCubeMapFace(gl::CubeFaceIndexToTextureTarget(layer), mip); +} + +bool TextureD3D_Cube::isValidIndex(const gl::ImageIndex &index) const +{ + return (mTexStorage && index.getType() == gl::TextureType::CubeMap && + gl::IsCubeMapFaceTarget(index.getTarget()) && index.getLevelIndex() >= 0 && + index.getLevelIndex() < mTexStorage->getLevelCount()); +} + +void TextureD3D_Cube::markAllImagesDirty() +{ + for (int dirtyLevel = 0; dirtyLevel < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; dirtyLevel++) + { + for (size_t dirtyFace = 0; dirtyFace < gl::kCubeFaceCount; 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].reset(renderer->createImage()); + } +} + +void TextureD3D_3D::onDestroy(const gl::Context *context) +{ + // 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 (auto &image : mImageArray) + { + image.reset(); + } + return TextureD3D::onDestroy(context); +} + +TextureD3D_3D::~TextureD3D_3D() {} + +ImageD3D *TextureD3D_3D::getImage(int level, int layer) const +{ + ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); + ASSERT(layer == 0); + return mImageArray[level].get(); +} + +ImageD3D *TextureD3D_3D::getImage(const gl::ImageIndex &index) const +{ + ASSERT(index.getLevelIndex() < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); + ASSERT(!index.hasLayer()); + ASSERT(index.getType() == gl::TextureType::_3D); + return mImageArray[index.getLevelIndex()].get(); +} + +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::GetSizedInternalFormatInfo(getInternalFormat(level)).depthBits > 0; +} + +bool TextureD3D_3D::isSRGB(GLint level) const +{ + return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).colorEncoding == GL_SRGB; +} + +angle::Result TextureD3D_3D::setEGLImageTarget(const gl::Context *context, + gl::TextureType type, + egl::Image *image) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D_3D::setImage(const gl::Context *context, + const gl::ImageIndex &index, + GLenum internalFormat, + const gl::Extents &size, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_3D); + const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type); + + ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat, + size, false)); + + bool fastUnpacked = false; + + // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer + gl::Buffer *unpackBuffer = context->getState().getTargetBuffer(gl::BufferBinding::PixelUnpack); + if (isFastUnpackable(unpackBuffer, internalFormatInfo.sizedInternalFormat) && !size.empty() && + isLevelComplete(index.getLevelIndex())) + { + // Will try to create RT storage if it does not exist + RenderTargetD3D *destRenderTarget = nullptr; + ANGLE_TRY(getRenderTarget(context, index, &destRenderTarget)); + + gl::Box destArea(0, 0, 0, getWidth(index.getLevelIndex()), getHeight(index.getLevelIndex()), + getDepth(index.getLevelIndex())); + + ANGLE_TRY(fastUnpackPixels(context, unpack, pixels, destArea, + internalFormatInfo.sizedInternalFormat, type, destRenderTarget)); + + // Ensure we don't overwrite our newly initialized data + mImageArray[index.getLevelIndex()]->markClean(); + + fastUnpacked = true; + } + + if (!fastUnpacked) + { + ANGLE_TRY(setImageImpl(context, index, type, unpack, pixels, 0)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_3D::setSubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Box &area, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + gl::Buffer *unpackBuffer, + const uint8_t *pixels) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_3D); + + // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer + GLenum mipFormat = getInternalFormat(index.getLevelIndex()); + if (isFastUnpackable(unpackBuffer, mipFormat) && isLevelComplete(index.getLevelIndex())) + { + RenderTargetD3D *destRenderTarget = nullptr; + ANGLE_TRY(getRenderTarget(context, index, &destRenderTarget)); + ASSERT(!mImageArray[index.getLevelIndex()]->isDirty()); + + return fastUnpackPixels(context, unpack, pixels, area, mipFormat, type, destRenderTarget); + } + else + { + return TextureD3D::subImage(context, index, area, format, type, unpack, unpackBuffer, + pixels, 0); + } +} + +angle::Result TextureD3D_3D::setCompressedImage(const gl::Context *context, + const gl::ImageIndex &index, + GLenum internalFormat, + const gl::Extents &size, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_3D); + + // compressed formats don't have separate sized internal formats-- we can just use the + // compressed format directly + ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormat, size, false)); + + return setCompressedImageImpl(context, index, unpack, pixels, 0); +} + +angle::Result TextureD3D_3D::setCompressedSubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Box &area, + GLenum format, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_3D); + + ANGLE_TRY(TextureD3D::subImageCompressed(context, index, area, format, unpack, pixels, 0)); + return commitRegion(context, index, area); +} + +angle::Result TextureD3D_3D::copyImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Rectangle &sourceArea, + GLenum internalFormat, + gl::Framebuffer *source) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D_3D::copySubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Offset &destOffset, + const gl::Rectangle &sourceArea, + gl::Framebuffer *source) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_3D); + + gl::Extents fbSize = source->getReadColorAttachment()->getSize(); + gl::Rectangle clippedSourceArea; + if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), + &clippedSourceArea)) + { + return angle::Result::Continue; + } + const gl::Offset clippedDestOffset(destOffset.x + clippedSourceArea.x - sourceArea.x, + destOffset.y + clippedSourceArea.y - sourceArea.y, + destOffset.z); + + // Currently, copying directly to the storage is not possible because it's not possible to + // create an SRV from a single layer of a 3D texture. Instead, make sure the image is up to + // date before the copy and then copy back to the storage afterwards if needed. + // TODO: Investigate 3D blits in D3D11. + + bool syncTexStorage = mTexStorage && isLevelComplete(index.getLevelIndex()); + if (syncTexStorage) + { + ANGLE_TRY( + mImageArray[index.getLevelIndex()]->copyFromTexStorage(context, index, mTexStorage)); + } + ANGLE_TRY(mImageArray[index.getLevelIndex()]->copyFromFramebuffer(context, clippedDestOffset, + clippedSourceArea, source)); + mDirtyImages = true; + + if (syncTexStorage) + { + ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex())); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_3D::copyTexture(const gl::Context *context, + const gl::ImageIndex &index, + GLenum internalFormat, + GLenum type, + size_t sourceLevel, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + const gl::Texture *source) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_3D); + + gl::TextureType sourceType = source->getType(); + + const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type); + gl::Extents size( + static_cast<int>(source->getWidth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)), + static_cast<int>(source->getHeight(NonCubeTextureTypeToTarget(sourceType), sourceLevel)), + static_cast<int>(source->getDepth(NonCubeTextureTypeToTarget(sourceType), sourceLevel))); + + ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat, + size, false)); + + gl::Box sourceBox(0, 0, 0, size.width, size.height, size.depth); + gl::Offset destOffset(0, 0, 0); + gl::ImageIndex destIndex = gl::ImageIndex::Make3D(static_cast<GLint>(index.getLevelIndex())); + + if (!isSRGB(index.getLevelIndex()) && canCreateRenderTargetForImage(destIndex)) + { + ANGLE_TRY(ensureRenderTarget(context)); + ASSERT(isValidLevel(index.getLevelIndex())); + ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex())); + + ANGLE_TRY(mRenderer->copyTexture( + context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_3D, sourceBox, + internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage, + index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha)); + } + else + { + gl::ImageIndex sourceIndex = gl::ImageIndex::Make3D(static_cast<GLint>(sourceLevel)); + ImageD3D *sourceImage = nullptr; + ImageD3D *destImage = nullptr; + TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source); + + ANGLE_TRY(getImageAndSyncFromStorage(context, destIndex, &destImage)); + ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceIndex, &sourceImage)); + + ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset, + unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha)); + + mDirtyImages = true; + + gl::Box destRegion(0, 0, 0, sourceBox.width, sourceBox.height, sourceBox.depth); + ANGLE_TRY(commitRegion(context, destIndex, destRegion)); + } + + return angle::Result::Continue; +} +angle::Result TextureD3D_3D::copySubTexture(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Offset &destOffset, + size_t sourceLevel, + const gl::Box &sourceBox, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + const gl::Texture *source) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_3D); + + gl::ImageIndex destIndex = gl::ImageIndex::Make3D(static_cast<GLint>(index.getLevelIndex())); + + if (!isSRGB(index.getLevelIndex()) && canCreateRenderTargetForImage(destIndex)) + { + ANGLE_TRY(ensureRenderTarget(context)); + ASSERT(isValidLevel(index.getLevelIndex())); + ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex())); + + const gl::InternalFormat &internalFormatInfo = + gl::GetSizedInternalFormatInfo(getInternalFormat(index.getLevelIndex())); + ANGLE_TRY(mRenderer->copyTexture( + context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_3D, sourceBox, + internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage, + index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha)); + } + else + { + gl::ImageIndex sourceImageIndex = gl::ImageIndex::Make3D(static_cast<GLint>(sourceLevel)); + TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source); + ImageD3D *sourceImage = nullptr; + ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, sourceImageIndex, &sourceImage)); + + ImageD3D *destImage = nullptr; + ANGLE_TRY(getImageAndSyncFromStorage(context, destIndex, &destImage)); + + ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, sourceBox, destOffset, + unpackFlipY, unpackPremultiplyAlpha, unpackUnmultiplyAlpha)); + + mDirtyImages = true; + + gl::Box destRegion(destOffset.x, destOffset.y, destOffset.z, sourceBox.width, + sourceBox.height, sourceBox.depth); + ANGLE_TRY(commitRegion(context, destIndex, destRegion)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_3D::setStorage(const gl::Context *context, + gl::TextureType type, + size_t levels, + GLenum internalFormat, + const gl::Extents &size) +{ + ASSERT(type == gl::TextureType::_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::TextureType::_3D, internalFormat, levelSize, true); + } + + for (size_t level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++) + { + mImageArray[level]->redefine(gl::TextureType::_3D, GL_NONE, gl::Extents(0, 0, 0), true); + } + + // TODO(geofflang): Verify storage creation had no errors + bool renderTarget = IsRenderTargetUsage(mState.getUsage()); + TexStoragePointer storage(context); + storage.reset(mRenderer->createTextureStorage3D(internalFormat, renderTarget, size.width, + size.height, size.depth, + static_cast<int>(levels))); + + ANGLE_TRY(setCompleteTexStorage(context, storage.get())); + storage.release(); + + ANGLE_TRY(updateStorage(context)); + + mImmutable = true; + + return angle::Result::Continue; +} + +angle::Result TextureD3D_3D::bindTexImage(const gl::Context *context, egl::Surface *surface) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D_3D::releaseTexImage(const gl::Context *context) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D_3D::initMipmapImages(const gl::Context *context) +{ + 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)); + ANGLE_TRY(redefineImage(context, level, getBaseLevelInternalFormat(), levelSize, false)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_3D::getRenderTarget(const gl::Context *context, + const gl::ImageIndex &index, + RenderTargetD3D **outRT) +{ + // ensure the underlying texture is created + ANGLE_TRY(ensureRenderTarget(context)); + + if (index.hasLayer()) + { + ANGLE_TRY(updateStorage(context)); + } + else + { + ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex())); + } + + return mTexStorage->getRenderTarget(context, index, outRT); +} + +angle::Result TextureD3D_3D::initializeStorage(const gl::Context *context, bool renderTarget) +{ + // Only initialize the first time this texture is used as a render target or shader resource + if (mTexStorage) + { + return angle::Result::Continue; + } + + // do not attempt to create storage for nonexistant data + if (!isLevelComplete(getBaseLevel())) + { + return angle::Result::Continue; + } + + bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage())); + + TexStoragePointer storage(context); + ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage)); + + ANGLE_TRY(setCompleteTexStorage(context, storage.get())); + storage.release(); + + ASSERT(mTexStorage); + + // flush image data to the storage + ANGLE_TRY(updateStorage(context)); + + return angle::Result::Continue; +} + +angle::Result TextureD3D_3D::createCompleteStorage(bool renderTarget, + TexStoragePointer *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->reset(mRenderer->createTextureStorage3D(internalFormat, renderTarget, width, height, + depth, levels)); + + return angle::Result::Continue; +} + +angle::Result TextureD3D_3D::setCompleteTexStorage(const gl::Context *context, + TextureStorage *newCompleteTexStorage) +{ + ANGLE_TRY(releaseTexStorage(context)); + mTexStorage = newCompleteTexStorage; + mDirtyImages = true; + + // We do not support managed 3D storage, as that is D3D9/ES2-only + ASSERT(!mTexStorage->isManaged()); + + return angle::Result::Continue; +} + +angle::Result TextureD3D_3D::updateStorage(const gl::Context *context) +{ + if (!mDirtyImages) + { + return angle::Result::Continue; + } + + ASSERT(mTexStorage != nullptr); + GLint storageLevels = mTexStorage->getLevelCount(); + for (int level = 0; level < storageLevels; level++) + { + if (mImageArray[level]->isDirty() && isLevelComplete(level)) + { + ANGLE_TRY(updateStorageLevel(context, level)); + } + } + + mDirtyImages = false; + return angle::Result::Continue; +} + +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 < static_cast<int>(mImageArray.size()) && + mImageArray[level] != nullptr); + + 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].get(); + + 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.getLevelIndex()); +} + +angle::Result TextureD3D_3D::updateStorageLevel(const gl::Context *context, int level) +{ + ASSERT(level >= 0 && level < static_cast<int>(mImageArray.size()) && + mImageArray[level] != nullptr); + 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(context, index, region)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_3D::redefineImage(const gl::Context *context, + GLint level, + GLenum internalformat, + const gl::Extents &size, + bool forceRelease) +{ + // 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::TextureType::_3D, internalformat, size, forceRelease); + mDirtyImages = mDirtyImages || mImageArray[level]->isDirty(); + + 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(); + ANGLE_TRY(releaseTexStorage(context)); + } + } + + return angle::Result::Continue; +} + +gl::ImageIndexIterator TextureD3D_3D::imageIterator() const +{ + return gl::ImageIndexIterator::Make3D(0, mTexStorage->getLevelCount(), + gl::ImageIndex::kEntireLevel, + gl::ImageIndex::kEntireLevel); +} + +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.getType() == gl::TextureType::_3D && index.getLevelIndex() >= 0 && + index.getLevelIndex() < 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] = nullptr; + } +} + +void TextureD3D_2DArray::onDestroy(const gl::Context *context) +{ + // 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(); + return TextureD3D::onDestroy(context); +} + +TextureD3D_2DArray::~TextureD3D_2DArray() {} + +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] : nullptr); +} + +ImageD3D *TextureD3D_2DArray::getImage(const gl::ImageIndex &index) const +{ + ASSERT(index.getLevelIndex() < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS); + ASSERT(index.hasLayer()); + ASSERT((index.getLayerIndex() == 0 && mLayerCounts[index.getLevelIndex()] == 0) || + index.getLayerIndex() < mLayerCounts[index.getLevelIndex()]); + ASSERT(index.getType() == gl::TextureType::_2DArray); + return (mImageArray[index.getLevelIndex()] + ? mImageArray[index.getLevelIndex()][index.getLayerIndex()] + : nullptr); +} + +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::GetSizedInternalFormatInfo(getInternalFormat(level)).depthBits > 0; +} + +bool TextureD3D_2DArray::isSRGB(GLint level) const +{ + return gl::GetSizedInternalFormatInfo(getInternalFormat(level)).colorEncoding == GL_SRGB; +} + +angle::Result TextureD3D_2DArray::setEGLImageTarget(const gl::Context *context, + gl::TextureType type, + egl::Image *image) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::setImage(const gl::Context *context, + const gl::ImageIndex &index, + GLenum internalFormat, + const gl::Extents &size, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2DArray); + + const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(internalFormat, type); + + ANGLE_TRY( + redefineImage(context, index.getLevelIndex(), formatInfo.sizedInternalFormat, size, false)); + + ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); + + GLuint inputDepthPitch = 0; + ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeDepthPitch( + type, 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 layerIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), i); + ANGLE_TRY(setImageImpl(context, layerIndex, type, unpack, pixels, layerOffset)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::setSubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Box &area, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + gl::Buffer *unpackBuffer, + const uint8_t *pixels) +{ + ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); + + ASSERT(index.getTarget() == gl::TextureTarget::_2DArray); + const gl::InternalFormat &formatInfo = + gl::GetInternalFormatInfo(getInternalFormat(index.getLevelIndex()), type); + GLuint inputDepthPitch = 0; + ANGLE_CHECK_GL_MATH(contextD3D, formatInfo.computeDepthPitch( + type, 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 layerIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), layer); + ANGLE_TRY(TextureD3D::subImage(context, layerIndex, layerArea, format, type, unpack, + unpackBuffer, pixels, layerOffset)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::setCompressedImage(const gl::Context *context, + const gl::ImageIndex &index, + GLenum internalFormat, + const gl::Extents &size, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2DArray); + + ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); + + // compressed formats don't have separate sized internal formats-- we can just use the + // compressed format directly + ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormat, size, false)); + + const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(internalFormat); + GLuint inputDepthPitch = 0; + ANGLE_CHECK_GL_MATH( + contextD3D, formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, size.width, size.height, 1, 0, 0, + &inputDepthPitch)); + + for (int i = 0; i < size.depth; i++) + { + const ptrdiff_t layerOffset = (inputDepthPitch * i); + + gl::ImageIndex layerIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), i); + ANGLE_TRY(setCompressedImageImpl(context, layerIndex, unpack, pixels, layerOffset)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::setCompressedSubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Box &area, + GLenum format, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2DArray); + + ContextD3D *contextD3D = GetImplAs<ContextD3D>(context); + + const gl::InternalFormat &formatInfo = gl::GetSizedInternalFormatInfo(format); + GLuint inputDepthPitch = 0; + ANGLE_CHECK_GL_MATH( + contextD3D, formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, 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 layerIndex = gl::ImageIndex::Make2DArray(index.getLevelIndex(), layer); + ANGLE_TRY(TextureD3D::subImageCompressed(context, layerIndex, layerArea, format, unpack, + pixels, layerOffset)); + ANGLE_TRY(commitRegion(context, layerIndex, layerArea)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::copyImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Rectangle &sourceArea, + GLenum internalFormat, + gl::Framebuffer *source) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::copySubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Offset &destOffset, + const gl::Rectangle &sourceArea, + gl::Framebuffer *source) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2DArray); + + gl::Extents fbSize = source->getReadColorAttachment()->getSize(); + gl::Rectangle clippedSourceArea; + if (!ClipRectangle(sourceArea, gl::Rectangle(0, 0, fbSize.width, fbSize.height), + &clippedSourceArea)) + { + return angle::Result::Continue; + } + const gl::Offset clippedDestOffset(destOffset.x + clippedSourceArea.x - sourceArea.x, + destOffset.y + clippedSourceArea.y - sourceArea.y, + destOffset.z); + + if (!canCreateRenderTargetForImage(index)) + { + gl::Offset destLayerOffset(clippedDestOffset.x, clippedDestOffset.y, 0); + ANGLE_TRY(mImageArray[index.getLevelIndex()][clippedDestOffset.z]->copyFromFramebuffer( + context, destLayerOffset, clippedSourceArea, source)); + mDirtyImages = true; + } + else + { + ANGLE_TRY(ensureRenderTarget(context)); + + if (isValidLevel(index.getLevelIndex())) + { + ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex())); + ANGLE_TRY( + mRenderer->copyImage2DArray(context, source, clippedSourceArea, + gl::GetUnsizedFormat(getInternalFormat(getBaseLevel())), + clippedDestOffset, mTexStorage, index.getLevelIndex())); + } + } + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::copyTexture(const gl::Context *context, + const gl::ImageIndex &index, + GLenum internalFormat, + GLenum type, + size_t sourceLevel, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + const gl::Texture *source) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2DArray); + + gl::TextureType sourceType = source->getType(); + + const gl::InternalFormat &internalFormatInfo = gl::GetInternalFormatInfo(internalFormat, type); + gl::Extents size( + static_cast<int>(source->getWidth(NonCubeTextureTypeToTarget(sourceType), sourceLevel)), + static_cast<int>(source->getHeight(NonCubeTextureTypeToTarget(sourceType), sourceLevel)), + static_cast<int>(source->getDepth(NonCubeTextureTypeToTarget(sourceType), sourceLevel))); + + ANGLE_TRY(redefineImage(context, index.getLevelIndex(), internalFormatInfo.sizedInternalFormat, + size, false)); + + gl::Box sourceBox(0, 0, 0, size.width, size.height, size.depth); + gl::Offset destOffset(0, 0, 0); + + gl::ImageIndex destIndex = + gl::ImageIndex::Make2DArrayRange(index.getLevelIndex(), 0, size.depth); + + if (!isSRGB(index.getLevelIndex()) && + canCreateRenderTargetForImage( + gl::ImageIndex::Make2DArrayRange(index.getLevelIndex(), 0, size.depth))) + { + ANGLE_TRY(ensureRenderTarget(context)); + ASSERT(isValidLevel(index.getLevelIndex())); + ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex())); + ANGLE_TRY(mRenderer->copyTexture( + context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2DArray, + sourceBox, internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage, + index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha)); + } + else + { + for (int i = 0; i < size.depth; i++) + { + gl::ImageIndex currentSourceDepthIndex = + gl::ImageIndex::Make2DArray(static_cast<GLint>(sourceLevel), i); + gl::ImageIndex currentDestDepthIndex = + gl::ImageIndex::Make2DArray(static_cast<GLint>(index.getLevelIndex()), i); + ImageD3D *sourceImage = nullptr; + ImageD3D *destImage = nullptr; + TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source); + + ANGLE_TRY(getImageAndSyncFromStorage(context, currentDestDepthIndex, &destImage)); + ANGLE_TRY(sourceD3D->getImageAndSyncFromStorage(context, currentSourceDepthIndex, + &sourceImage)); + gl::Box imageBox(sourceBox.x, sourceBox.y, 0, sourceBox.width, sourceBox.height, 1); + ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, imageBox, destOffset, + unpackFlipY, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha)); + } + + mDirtyImages = true; + + gl::Box destRegion(destOffset.x, destOffset.y, destOffset.z, sourceBox.width, + sourceBox.height, sourceBox.depth); + ANGLE_TRY(commitRegion(context, destIndex, destRegion)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::copySubTexture(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Offset &destOffset, + size_t sourceLevel, + const gl::Box &sourceBox, + bool unpackFlipY, + bool unpackPremultiplyAlpha, + bool unpackUnmultiplyAlpha, + const gl::Texture *source) +{ + ASSERT(index.getTarget() == gl::TextureTarget::_2DArray); + + gl::ImageIndex destIndex = gl::ImageIndex::Make2DArrayRange( + static_cast<GLint>(index.getLevelIndex()), destOffset.z, sourceBox.depth - destOffset.z); + + if (!isSRGB(destIndex.getLevelIndex()) && canCreateRenderTargetForImage(destIndex)) + { + ANGLE_TRY(ensureRenderTarget(context)); + ASSERT(isValidLevel(destIndex.getLevelIndex())); + ANGLE_TRY(updateStorageLevel(context, destIndex.getLevelIndex())); + + const gl::InternalFormat &internalFormatInfo = + gl::GetSizedInternalFormatInfo(getInternalFormat(destIndex.getLevelIndex())); + ANGLE_TRY(mRenderer->copyTexture( + context, source, static_cast<GLint>(sourceLevel), gl::TextureTarget::_2DArray, + sourceBox, internalFormatInfo.format, internalFormatInfo.type, destOffset, mTexStorage, + index.getTarget(), index.getLevelIndex(), unpackFlipY, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha)); + } + else + { + for (int i = 0; i < sourceBox.depth; i++) + { + gl::ImageIndex currentSourceIndex = + gl::ImageIndex::Make2DArray(static_cast<GLint>(sourceLevel), i + sourceBox.z); + gl::ImageIndex currentDestIndex = gl::ImageIndex::Make2DArray( + static_cast<GLint>(index.getLevelIndex()), i + destOffset.z); + + gl::Box currentLayerBox(sourceBox.x, sourceBox.y, 0, sourceBox.width, sourceBox.height, + 1); + + TextureD3D *sourceD3D = GetImplAs<TextureD3D>(source); + ImageD3D *sourceImage = nullptr; + ANGLE_TRY( + sourceD3D->getImageAndSyncFromStorage(context, currentSourceIndex, &sourceImage)); + + ImageD3D *destImage = nullptr; + ANGLE_TRY(getImageAndSyncFromStorage(context, currentDestIndex, &destImage)); + + ANGLE_TRY(mRenderer->copyImage(context, destImage, sourceImage, currentLayerBox, + destOffset, unpackFlipY, unpackPremultiplyAlpha, + unpackUnmultiplyAlpha)); + } + + mDirtyImages = true; + + gl::Box destRegion(destOffset.x, destOffset.y, destOffset.z, sourceBox.width, + sourceBox.height, sourceBox.depth); + ANGLE_TRY(commitRegion(context, destIndex, destRegion)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::setStorage(const gl::Context *context, + gl::TextureType type, + size_t levels, + GLenum internalFormat, + const gl::Extents &size) +{ + ASSERT(type == gl::TextureType::_2DArray); + + 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::TextureType::_2DArray, internalFormat, + levelLayerSize, true); + } + } + } + + // TODO(geofflang): Verify storage creation had no errors + bool renderTarget = IsRenderTargetUsage(mState.getUsage()); + TexStoragePointer storage(context); + storage.reset(mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, size.width, + size.height, size.depth, + static_cast<int>(levels))); + + ANGLE_TRY(setCompleteTexStorage(context, storage.get())); + storage.release(); + + ANGLE_TRY(updateStorage(context)); + + mImmutable = true; + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::bindTexImage(const gl::Context *context, egl::Surface *surface) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::releaseTexImage(const gl::Context *context) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::initMipmapImages(const gl::Context *context) +{ + 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); + ANGLE_TRY(redefineImage(context, level, baseFormat, levelLayerSize, false)); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::getRenderTarget(const gl::Context *context, + const gl::ImageIndex &index, + RenderTargetD3D **outRT) +{ + // ensure the underlying texture is created + ANGLE_TRY(ensureRenderTarget(context)); + ANGLE_TRY(updateStorageLevel(context, index.getLevelIndex())); + return mTexStorage->getRenderTarget(context, index, outRT); +} + +angle::Result TextureD3D_2DArray::initializeStorage(const gl::Context *context, bool renderTarget) +{ + // Only initialize the first time this texture is used as a render target or shader resource + if (mTexStorage) + { + return angle::Result::Continue; + } + + // do not attempt to create storage for nonexistant data + if (!isLevelComplete(getBaseLevel())) + { + return angle::Result::Continue; + } + + bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mState.getUsage())); + + TexStoragePointer storage(context); + ANGLE_TRY(createCompleteStorage(createRenderTarget, &storage)); + + ANGLE_TRY(setCompleteTexStorage(context, storage.get())); + storage.release(); + + ASSERT(mTexStorage); + + // flush image data to the storage + ANGLE_TRY(updateStorage(context)); + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::createCompleteStorage(bool renderTarget, + TexStoragePointer *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->reset(mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, width, + height, depth, levels)); + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::setCompleteTexStorage(const gl::Context *context, + TextureStorage *newCompleteTexStorage) +{ + ANGLE_TRY(releaseTexStorage(context)); + mTexStorage = newCompleteTexStorage; + mDirtyImages = true; + + // We do not support managed 2D array storage, as managed storage is ES2/D3D9 only + ASSERT(!mTexStorage->isManaged()); + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DArray::updateStorage(const gl::Context *context) +{ + if (!mDirtyImages) + { + return angle::Result::Continue; + } + + ASSERT(mTexStorage != nullptr); + GLint storageLevels = mTexStorage->getLevelCount(); + for (int level = 0; level < storageLevels; level++) + { + if (isLevelComplete(level)) + { + ANGLE_TRY(updateStorageLevel(context, level)); + } + } + + mDirtyImages = false; + return angle::Result::Continue; +} + +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.getLevelIndex()); +} + +angle::Result TextureD3D_2DArray::updateStorageLevel(const gl::Context *context, int level) +{ + ASSERT(level >= 0 && level < static_cast<int>(ArraySize(mLayerCounts))); + ASSERT(isLevelComplete(level)); + + for (int layer = 0; layer < mLayerCounts[level]; layer++) + { + ASSERT(mImageArray[level] != nullptr && mImageArray[level][layer] != nullptr); + 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(context, index, region)); + } + } + + return angle::Result::Continue; +} + +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] = nullptr; + mLayerCounts[level] = 0; + } +} + +angle::Result TextureD3D_2DArray::redefineImage(const gl::Context *context, + GLint level, + GLenum internalformat, + const gl::Extents &size, + bool forceRelease) +{ + // 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(); + const GLenum storageFormat = getBaseLevelInternalFormat(); + + 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::TextureType::_2DArray, internalformat, + gl::Extents(size.width, size.height, 1), + forceRelease); + mDirtyImages = mDirtyImages || mImageArray[level][layer]->isDirty(); + } + } + + 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(); + ANGLE_TRY(releaseTexStorage(context)); + } + } + + return angle::Result::Continue; +} + +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.getType() != gl::TextureType::_2DArray) + { + return false; + } + + // Check the mip index + if (index.getLevelIndex() < 0 || index.getLevelIndex() >= mTexStorage->getLevelCount()) + { + return false; + } + + // Check the layer index + return (!index.hasLayer() || (index.getLayerIndex() >= 0 && + index.getLayerIndex() < mLayerCounts[index.getLevelIndex()])); +} + +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; +} + +TextureD3DImmutableBase::TextureD3DImmutableBase(const gl::TextureState &state, + RendererD3D *renderer) + : TextureD3D(state, renderer) +{} + +TextureD3DImmutableBase::~TextureD3DImmutableBase() {} + +ImageD3D *TextureD3DImmutableBase::getImage(const gl::ImageIndex &index) const +{ + return nullptr; +} + +angle::Result TextureD3DImmutableBase::setImage(const gl::Context *context, + const gl::ImageIndex &index, + GLenum internalFormat, + const gl::Extents &size, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + const uint8_t *pixels) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3DImmutableBase::setSubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Box &area, + GLenum format, + GLenum type, + const gl::PixelUnpackState &unpack, + gl::Buffer *unpackBuffer, + const uint8_t *pixels) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3DImmutableBase::setCompressedImage(const gl::Context *context, + const gl::ImageIndex &index, + GLenum internalFormat, + const gl::Extents &size, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3DImmutableBase::setCompressedSubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Box &area, + GLenum format, + const gl::PixelUnpackState &unpack, + size_t imageSize, + const uint8_t *pixels) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3DImmutableBase::copyImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Rectangle &sourceArea, + GLenum internalFormat, + gl::Framebuffer *source) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3DImmutableBase::copySubImage(const gl::Context *context, + const gl::ImageIndex &index, + const gl::Offset &destOffset, + const gl::Rectangle &sourceArea, + gl::Framebuffer *source) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3DImmutableBase::bindTexImage(const gl::Context *context, + egl::Surface *surface) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3DImmutableBase::releaseTexImage(const gl::Context *context) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +TextureD3D_External::TextureD3D_External(const gl::TextureState &state, RendererD3D *renderer) + : TextureD3DImmutableBase(state, renderer) +{} + +TextureD3D_External::~TextureD3D_External() {} + +GLsizei TextureD3D_External::getLayerCount(int level) const +{ + return 1; +} + +angle::Result TextureD3D_External::setImageExternal(const gl::Context *context, + gl::TextureType type, + egl::Stream *stream, + const egl::Stream::GLTextureDescription &desc) +{ + ASSERT(type == gl::TextureType::External); + + ANGLE_TRY(releaseTexStorage(context)); + + // If the stream is null, the external image is unbound and we release the storage + if (stream != nullptr) + { + mTexStorage = mRenderer->createTextureStorageExternal(stream, desc); + } + + return angle::Result::Continue; +} + +angle::Result TextureD3D_External::setEGLImageTarget(const gl::Context *context, + gl::TextureType type, + 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(context, &renderTargetD3D)); + + ANGLE_TRY(releaseTexStorage(context)); + mTexStorage = mRenderer->createTextureStorageEGLImage(eglImaged3d, renderTargetD3D); + + return angle::Result::Continue; +} + +angle::Result TextureD3D_External::initMipmapImages(const gl::Context *context) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Stop; +} + +angle::Result TextureD3D_External::getRenderTarget(const gl::Context *context, + const gl::ImageIndex &index, + RenderTargetD3D **outRT) +{ + UNREACHABLE(); + return angle::Result::Stop; +} + +bool TextureD3D_External::isImageComplete(const gl::ImageIndex &index) const +{ + return (index.getLevelIndex() == 0) ? (mTexStorage != nullptr) : false; +} + +angle::Result TextureD3D_External::initializeStorage(const gl::Context *context, bool renderTarget) +{ + // Texture storage is created when an external image is bound + ASSERT(mTexStorage); + return angle::Result::Continue; +} + +angle::Result TextureD3D_External::createCompleteStorage(bool renderTarget, + TexStoragePointer *outStorage) const +{ + UNREACHABLE(); + return angle::Result::Continue; +} + +angle::Result TextureD3D_External::setCompleteTexStorage(const gl::Context *context, + TextureStorage *newCompleteTexStorage) +{ + UNREACHABLE(); + return angle::Result::Continue; +} + +angle::Result TextureD3D_External::updateStorage(const gl::Context *context) +{ + // Texture storage does not need to be updated since it is already loaded with the latest + // external image + ASSERT(mTexStorage); + return angle::Result::Continue; +} + +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.getType() == gl::TextureType::External && + index.getLevelIndex() == 0); +} + +void TextureD3D_External::markAllImagesDirty() +{ + UNREACHABLE(); +} + +TextureD3D_2DMultisample::TextureD3D_2DMultisample(const gl::TextureState &state, + RendererD3D *renderer) + : TextureD3DImmutableBase(state, renderer) +{} + +TextureD3D_2DMultisample::~TextureD3D_2DMultisample() {} + +angle::Result TextureD3D_2DMultisample::setStorageMultisample(const gl::Context *context, + gl::TextureType type, + GLsizei samples, + GLint internalformat, + const gl::Extents &size, + bool fixedSampleLocations) +{ + ASSERT(type == gl::TextureType::_2DMultisample && size.depth == 1); + + // We allocate storage immediately instead of doing it lazily like other TextureD3D classes do. + // This requires less state in this class. + TexStoragePointer storage(context); + storage.reset(mRenderer->createTextureStorage2DMultisample(internalformat, size.width, + size.height, static_cast<int>(0), + samples, fixedSampleLocations)); + + ANGLE_TRY(setCompleteTexStorage(context, storage.get())); + storage.release(); + + mImmutable = true; + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DMultisample::setEGLImageTarget(const gl::Context *context, + gl::TextureType type, + egl::Image *image) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DMultisample::getRenderTarget(const gl::Context *context, + const gl::ImageIndex &index, + RenderTargetD3D **outRT) +{ + ASSERT(!index.hasLayer()); + + // ensure the underlying texture is created + ANGLE_TRY(ensureRenderTarget(context)); + + return mTexStorage->getRenderTarget(context, index, outRT); +} + +gl::ImageIndexIterator TextureD3D_2DMultisample::imageIterator() const +{ + return gl::ImageIndexIterator::Make2DMultisample(); +} + +gl::ImageIndex TextureD3D_2DMultisample::getImageIndex(GLint mip, GLint layer) const +{ + return gl::ImageIndex::Make2DMultisample(); +} + +bool TextureD3D_2DMultisample::isValidIndex(const gl::ImageIndex &index) const +{ + return (mTexStorage && index.getType() == gl::TextureType::_2DMultisample && + index.getLevelIndex() == 0); +} + +GLsizei TextureD3D_2DMultisample::getLayerCount(int level) const +{ + return 1; +} + +void TextureD3D_2DMultisample::markAllImagesDirty() {} + +angle::Result TextureD3D_2DMultisample::initializeStorage(const gl::Context *context, + bool renderTarget) +{ + // initializeStorage should only be called in a situation where the texture already has storage + // associated with it (storage is created in setStorageMultisample). + ASSERT(mTexStorage); + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DMultisample::createCompleteStorage(bool renderTarget, + TexStoragePointer *outStorage) const +{ + UNREACHABLE(); + outStorage->reset(mTexStorage); + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DMultisample::setCompleteTexStorage(const gl::Context *context, + TextureStorage *newCompleteTexStorage) +{ + // These textures are immutable, so this should only be ever called once. + ASSERT(!mTexStorage); + mTexStorage = newCompleteTexStorage; + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DMultisample::updateStorage(const gl::Context *context) +{ + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DMultisample::initMipmapImages(const gl::Context *context) +{ + UNREACHABLE(); + return angle::Result::Continue; +} + +bool TextureD3D_2DMultisample::isImageComplete(const gl::ImageIndex &index) const +{ + return true; +} + +TextureD3D_2DMultisampleArray::TextureD3D_2DMultisampleArray(const gl::TextureState &state, + RendererD3D *renderer) + : TextureD3DImmutableBase(state, renderer) +{} + +TextureD3D_2DMultisampleArray::~TextureD3D_2DMultisampleArray() {} + +angle::Result TextureD3D_2DMultisampleArray::setStorageMultisample(const gl::Context *context, + gl::TextureType type, + GLsizei samples, + GLint internalformat, + const gl::Extents &size, + bool fixedSampleLocations) +{ + ASSERT(type == gl::TextureType::_2DMultisampleArray); + + mLayerCount = size.depth; + + TexStoragePointer storage(context); + storage.reset(mRenderer->createTextureStorage2DMultisampleArray( + internalformat, size.width, size.height, size.depth, static_cast<int>(0), samples, + fixedSampleLocations)); + + ANGLE_TRY(setCompleteTexStorage(context, storage.get())); + storage.release(); + + mImmutable = true; + + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DMultisampleArray::setEGLImageTarget(const gl::Context *context, + gl::TextureType type, + egl::Image *image) +{ + ANGLE_HR_UNREACHABLE(GetImplAs<ContextD3D>(context)); + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DMultisampleArray::getRenderTarget(const gl::Context *context, + const gl::ImageIndex &index, + RenderTargetD3D **outRT) +{ + // ensure the underlying texture is created + ANGLE_TRY(ensureRenderTarget(context)); + + return mTexStorage->getRenderTarget(context, index, outRT); +} + +gl::ImageIndexIterator TextureD3D_2DMultisampleArray::imageIterator() const +{ + return gl::ImageIndexIterator::Make2DMultisampleArray(&mLayerCount); +} + +gl::ImageIndex TextureD3D_2DMultisampleArray::getImageIndex(GLint mip, GLint layer) const +{ + return gl::ImageIndex::Make2DMultisampleArray(layer); +} + +bool TextureD3D_2DMultisampleArray::isValidIndex(const gl::ImageIndex &index) const +{ + return (mTexStorage && index.getType() == gl::TextureType::_2DMultisampleArray && + index.getLevelIndex() == 0); +} + +GLsizei TextureD3D_2DMultisampleArray::getLayerCount(int level) const +{ + return mLayerCount; +} + +void TextureD3D_2DMultisampleArray::markAllImagesDirty() {} + +angle::Result TextureD3D_2DMultisampleArray::initializeStorage(const gl::Context *context, + bool renderTarget) +{ + // initializeStorage should only be called in a situation where the texture already has storage + // associated with it (storage is created in setStorageMultisample). + ASSERT(mTexStorage); + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DMultisampleArray::createCompleteStorage( + bool renderTarget, + TexStoragePointer *outStorage) const +{ + UNREACHABLE(); + outStorage->reset(mTexStorage); + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DMultisampleArray::setCompleteTexStorage( + const gl::Context *context, + TextureStorage *newCompleteTexStorage) +{ + // These textures are immutable, so this should only be ever called once. + ASSERT(!mTexStorage); + mTexStorage = newCompleteTexStorage; + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DMultisampleArray::updateStorage(const gl::Context *context) +{ + return angle::Result::Continue; +} + +angle::Result TextureD3D_2DMultisampleArray::initMipmapImages(const gl::Context *context) +{ + UNIMPLEMENTED(); + return angle::Result::Continue; +} + +bool TextureD3D_2DMultisampleArray::isImageComplete(const gl::ImageIndex &index) const +{ + return true; +} + +} // namespace rx |