Merge libGLESv2 and libEGL classes into libANGLE.
BUG=angle:733
Change-Id: Ic491c971411fe82c56cd97c5c8325ac14ec218df
Reviewed-on: https://chromium-review.googlesource.com/230830
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Tested-by: Geoff Lang <geofflang@chromium.org>
diff --git a/src/libANGLE/Texture.cpp b/src/libANGLE/Texture.cpp
new file mode 100644
index 0000000..4df95b1
--- /dev/null
+++ b/src/libANGLE/Texture.cpp
@@ -0,0 +1,1011 @@
+//
+// Copyright (c) 2002-2014 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.
+//
+
+// Texture.cpp: Implements the gl::Texture class and its derived classes
+// Texture2D and TextureCubeMap. Implements GL texture objects and related
+// functionality. [OpenGL ES 2.0.24] section 3.7 page 63.
+
+#include "libANGLE/Texture.h"
+#include "libANGLE/Context.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/ImageIndex.h"
+#include "libANGLE/Renderbuffer.h"
+#include "libANGLE/renderer/Image.h"
+#include "libANGLE/renderer/d3d/TextureStorage.h"
+
+#include "libANGLE/Surface.h"
+
+#include "common/mathutil.h"
+#include "common/utilities.h"
+
+namespace gl
+{
+
+bool IsMipmapFiltered(const gl::SamplerState &samplerState)
+{
+ switch (samplerState.minFilter)
+ {
+ case GL_NEAREST:
+ case GL_LINEAR:
+ return false;
+ case GL_NEAREST_MIPMAP_NEAREST:
+ case GL_LINEAR_MIPMAP_NEAREST:
+ case GL_NEAREST_MIPMAP_LINEAR:
+ case GL_LINEAR_MIPMAP_LINEAR:
+ return true;
+ default: UNREACHABLE();
+ return false;
+ }
+}
+
+bool IsPointSampled(const gl::SamplerState &samplerState)
+{
+ return (samplerState.magFilter == GL_NEAREST && (samplerState.minFilter == GL_NEAREST || samplerState.minFilter == GL_NEAREST_MIPMAP_NEAREST));
+}
+
+unsigned int Texture::mCurrentTextureSerial = 1;
+
+Texture::Texture(rx::TextureImpl *impl, GLuint id, GLenum target)
+ : RefCountObject(id),
+ mTexture(impl),
+ mTextureSerial(issueTextureSerial()),
+ mUsage(GL_NONE),
+ mImmutableLevelCount(0),
+ mTarget(target)
+{
+}
+
+Texture::~Texture()
+{
+ SafeDelete(mTexture);
+}
+
+GLenum Texture::getTarget() const
+{
+ return mTarget;
+}
+
+void Texture::setUsage(GLenum usage)
+{
+ mUsage = usage;
+ getImplementation()->setUsage(usage);
+}
+
+GLenum Texture::getUsage() const
+{
+ return mUsage;
+}
+
+GLint Texture::getBaseLevelWidth() const
+{
+ const rx::Image *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getWidth() : 0);
+}
+
+GLint Texture::getBaseLevelHeight() const
+{
+ const rx::Image *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getHeight() : 0);
+}
+
+GLint Texture::getBaseLevelDepth() const
+{
+ const rx::Image *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getDepth() : 0);
+}
+
+// Note: "base level image" is loosely defined to be any image from the base level,
+// where in the base of 2D array textures and cube maps there are several. Don't use
+// the base level image for anything except querying texture format and size.
+GLenum Texture::getBaseLevelInternalFormat() const
+{
+ const rx::Image *baseImage = getBaseLevelImage();
+ return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
+}
+
+GLsizei Texture::getWidth(const ImageIndex &index) const
+{
+ rx::Image *image = mTexture->getImage(index);
+ return image->getWidth();
+}
+
+GLsizei Texture::getHeight(const ImageIndex &index) const
+{
+ rx::Image *image = mTexture->getImage(index);
+ return image->getHeight();
+}
+
+GLenum Texture::getInternalFormat(const ImageIndex &index) const
+{
+ rx::Image *image = mTexture->getImage(index);
+ return image->getInternalFormat();
+}
+
+GLenum Texture::getActualFormat(const ImageIndex &index) const
+{
+ rx::Image *image = mTexture->getImage(index);
+ return image->getActualFormat();
+}
+
+Error Texture::generateMipmaps()
+{
+ return getImplementation()->generateMipmaps();
+}
+
+Error Texture::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+ GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
+{
+ return mTexture->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source);
+}
+
+unsigned int Texture::getTextureSerial() const
+{
+ return mTextureSerial;
+}
+
+unsigned int Texture::issueTextureSerial()
+{
+ return mCurrentTextureSerial++;
+}
+
+bool Texture::isImmutable() const
+{
+ return (mImmutableLevelCount > 0);
+}
+
+int Texture::immutableLevelCount()
+{
+ return mImmutableLevelCount;
+}
+
+int Texture::mipLevels() const
+{
+ return log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
+}
+
+const rx::Image *Texture::getBaseLevelImage() const
+{
+ return (getImplementation()->getLayerCount(0) > 0 ? getImplementation()->getImage(0, 0) : NULL);
+}
+
+Texture2D::Texture2D(rx::TextureImpl *impl, GLuint id)
+ : Texture(impl, id, GL_TEXTURE_2D)
+{
+ mSurface = NULL;
+}
+
+Texture2D::~Texture2D()
+{
+ if (mSurface)
+ {
+ mSurface->setBoundTexture(NULL);
+ mSurface = NULL;
+ }
+}
+
+GLsizei Texture2D::getWidth(GLint level) const
+{
+ if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mTexture->getImage(level, 0)->getWidth();
+ else
+ return 0;
+}
+
+GLsizei Texture2D::getHeight(GLint level) const
+{
+ if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mTexture->getImage(level, 0)->getHeight();
+ else
+ return 0;
+}
+
+GLenum Texture2D::getInternalFormat(GLint level) const
+{
+ if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mTexture->getImage(level, 0)->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+GLenum Texture2D::getActualFormat(GLint level) const
+{
+ if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mTexture->getImage(level, 0)->getActualFormat();
+ else
+ return GL_NONE;
+}
+
+Error Texture2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
+{
+ releaseTexImage();
+
+ return mTexture->setImage(GL_TEXTURE_2D, level, width, height, 1, internalFormat, format, type, unpack, pixels);
+}
+
+void Texture2D::bindTexImage(egl::Surface *surface)
+{
+ releaseTexImage();
+
+ mTexture->bindTexImage(surface);
+
+ mSurface = surface;
+ mSurface->setBoundTexture(this);
+}
+
+void Texture2D::releaseTexImage()
+{
+ if (mSurface)
+ {
+ mSurface->setBoundTexture(NULL);
+ mSurface = NULL;
+
+ mTexture->releaseTexImage();
+ }
+}
+
+Error Texture2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize,
+ const PixelUnpackState &unpack, const void *pixels)
+{
+ releaseTexImage();
+
+ return mTexture->setCompressedImage(GL_TEXTURE_2D, level, format, width, height, 1, imageSize, unpack, pixels);
+}
+
+Error Texture2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->subImage(GL_TEXTURE_2D, level, xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels);
+}
+
+Error Texture2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
+ GLenum format, GLsizei imageSize, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->subImageCompressed(GL_TEXTURE_2D, level, xoffset, yoffset, 0, width, height, 1, format, imageSize, unpack, pixels);
+}
+
+Error Texture2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height,
+ Framebuffer *source)
+{
+ releaseTexImage();
+
+ return mTexture->copyImage(GL_TEXTURE_2D, level, format, x, y, width, height, source);
+}
+
+Error Texture2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
+{
+ Error error = mTexture->storage(GL_TEXTURE_2D, levels, internalformat, width, height, 1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImmutableLevelCount = levels;
+
+ return Error(GL_NO_ERROR);
+}
+
+// Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85.
+bool Texture2D::isSamplerComplete(const SamplerState &samplerState, const TextureCapsMap &textureCaps, const Extensions &extensions, int clientVersion) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+
+ if (width <= 0 || height <= 0)
+ {
+ return false;
+ }
+
+ if (!textureCaps.get(getInternalFormat(0)).filterable && !IsPointSampled(samplerState))
+ {
+ return false;
+ }
+
+ bool npotSupport = extensions.textureNPOT;
+
+ if (!npotSupport)
+ {
+ if ((samplerState.wrapS != GL_CLAMP_TO_EDGE && !gl::isPow2(width)) ||
+ (samplerState.wrapT != GL_CLAMP_TO_EDGE && !gl::isPow2(height)))
+ {
+ return false;
+ }
+ }
+
+ if (IsMipmapFiltered(samplerState))
+ {
+ if (!npotSupport)
+ {
+ if (!gl::isPow2(width) || !gl::isPow2(height))
+ {
+ return false;
+ }
+ }
+
+ if (!isMipmapComplete())
+ {
+ return false;
+ }
+ }
+
+ // OpenGLES 3.0.2 spec section 3.8.13 states that a texture is not mipmap complete if:
+ // The internalformat specified for the texture arrays is a sized internal depth or
+ // depth and stencil format (see table 3.13), the value of TEXTURE_COMPARE_-
+ // MODE is NONE, and either the magnification filter is not NEAREST or the mini-
+ // fication filter is neither NEAREST nor NEAREST_MIPMAP_NEAREST.
+ const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(getInternalFormat(0));
+ if (formatInfo.depthBits > 0 && clientVersion > 2)
+ {
+ if (samplerState.compareMode == GL_NONE)
+ {
+ if ((samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST) ||
+ samplerState.magFilter != GL_NEAREST)
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+bool Texture2D::isCompressed(GLint level) const
+{
+ return GetInternalFormatInfo(getInternalFormat(level)).compressed;
+}
+
+bool Texture2D::isDepth(GLint level) const
+{
+ return GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+Error Texture2D::generateMipmaps()
+{
+ releaseTexImage();
+
+ return mTexture->generateMipmaps();
+}
+
+// Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
+bool Texture2D::isMipmapComplete() const
+{
+ int levelCount = mipLevels();
+
+ for (int level = 0; level < levelCount; level++)
+ {
+ if (!isLevelComplete(level))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+bool Texture2D::isLevelComplete(int level) const
+{
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ const rx::Image *baseImage = getBaseLevelImage();
+
+ GLsizei width = baseImage->getWidth();
+ GLsizei height = baseImage->getHeight();
+
+ if (width <= 0 || height <= 0)
+ {
+ return false;
+ }
+
+ // The base image level is complete if the width and height are positive
+ if (level == 0)
+ {
+ return true;
+ }
+
+ ASSERT(level >= 1 && level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getImage(level, 0) != NULL);
+ rx::Image *image = mTexture->getImage(level, 0);
+
+ if (image->getInternalFormat() != baseImage->getInternalFormat())
+ {
+ return false;
+ }
+
+ if (image->getWidth() != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (image->getHeight() != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+TextureCubeMap::TextureCubeMap(rx::TextureImpl *impl, GLuint id)
+ : Texture(impl, id, GL_TEXTURE_CUBE_MAP)
+{
+}
+
+TextureCubeMap::~TextureCubeMap()
+{
+}
+
+GLsizei TextureCubeMap::getWidth(GLenum target, GLint level) const
+{
+ if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mTexture->getImage(level, targetToLayerIndex(target))->getWidth();
+ else
+ return 0;
+}
+
+GLsizei TextureCubeMap::getHeight(GLenum target, GLint level) const
+{
+ if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mTexture->getImage(level, targetToLayerIndex(target))->getHeight();
+ else
+ return 0;
+}
+
+GLenum TextureCubeMap::getInternalFormat(GLenum target, GLint level) const
+{
+ if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mTexture->getImage(level, targetToLayerIndex(target))->getInternalFormat();
+ else
+ return GL_NONE;
+}
+
+GLenum TextureCubeMap::getActualFormat(GLenum target, GLint level) const
+{
+ if (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+ return mTexture->getImage(level, targetToLayerIndex(target))->getActualFormat();
+ else
+ return GL_NONE;
+}
+
+Error TextureCubeMap::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->setImage(target, level, width, height, 1, internalFormat, format, type, unpack, pixels);
+}
+
+Error TextureCubeMap::setCompressedImage(GLenum target, GLint level, GLenum format, GLsizei width, GLsizei height,
+ GLsizei imageSize, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->setCompressedImage(target, level, format, width, height, 1, imageSize, unpack, pixels);
+}
+
+Error TextureCubeMap::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->subImage(target, level, xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels);
+}
+
+Error TextureCubeMap::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset,
+ GLsizei width, GLsizei height, GLenum format,
+ GLsizei imageSize, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->subImageCompressed(target, level, xoffset, yoffset, 0, width, height, 1, format, imageSize, unpack, pixels);
+}
+
+// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
+bool TextureCubeMap::isCubeComplete() const
+{
+ int baseWidth = getBaseLevelWidth();
+ int baseHeight = getBaseLevelHeight();
+ GLenum baseFormat = getBaseLevelInternalFormat();
+
+ if (baseWidth <= 0 || baseWidth != baseHeight)
+ {
+ return false;
+ }
+
+ for (int faceIndex = 1; faceIndex < 6; faceIndex++)
+ {
+ const rx::Image *faceBaseImage = mTexture->getImage(0, faceIndex);
+
+ if (faceBaseImage->getWidth() != baseWidth ||
+ faceBaseImage->getHeight() != baseHeight ||
+ faceBaseImage->getInternalFormat() != baseFormat )
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+bool TextureCubeMap::isCompressed(GLenum target, GLint level) const
+{
+ return GetInternalFormatInfo(getInternalFormat(target, level)).compressed;
+}
+
+bool TextureCubeMap::isDepth(GLenum target, GLint level) const
+{
+ return GetInternalFormatInfo(getInternalFormat(target, level)).depthBits > 0;
+}
+
+Error TextureCubeMap::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y,
+ GLsizei width, GLsizei height, Framebuffer *source)
+{
+ return mTexture->copyImage(target, level, format, x, y, width, height, source);
+}
+
+Error TextureCubeMap::storage(GLsizei levels, GLenum internalformat, GLsizei size)
+{
+ Error error = mTexture->storage(GL_TEXTURE_CUBE_MAP, levels, internalformat, size, size, 1);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImmutableLevelCount = levels;
+
+ return Error(GL_NO_ERROR);
+}
+
+// Tests for texture sampling completeness
+bool TextureCubeMap::isSamplerComplete(const SamplerState &samplerState, const TextureCapsMap &textureCaps, const Extensions &extensions, int clientVersion) const
+{
+ int size = getBaseLevelWidth();
+
+ bool mipmapping = IsMipmapFiltered(samplerState);
+
+ if (!textureCaps.get(getInternalFormat(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0)).filterable && !IsPointSampled(samplerState))
+ {
+ return false;
+ }
+
+ if (!gl::isPow2(size) && !extensions.textureNPOT)
+ {
+ if (samplerState.wrapS != GL_CLAMP_TO_EDGE || samplerState.wrapT != GL_CLAMP_TO_EDGE || mipmapping)
+ {
+ return false;
+ }
+ }
+
+ if (!mipmapping)
+ {
+ if (!isCubeComplete())
+ {
+ return false;
+ }
+ }
+ else
+ {
+ if (!isMipmapComplete()) // Also tests for isCubeComplete()
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+int TextureCubeMap::targetToLayerIndex(GLenum target)
+{
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
+
+ return target - GL_TEXTURE_CUBE_MAP_POSITIVE_X;
+}
+
+GLenum TextureCubeMap::layerIndexToTarget(GLint layer)
+{
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_X - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 1);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 2);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 3);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_POSITIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 4);
+ META_ASSERT(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - GL_TEXTURE_CUBE_MAP_POSITIVE_X == 5);
+
+ return GL_TEXTURE_CUBE_MAP_POSITIVE_X + layer;
+}
+
+bool TextureCubeMap::isMipmapComplete() const
+{
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ if (!isCubeComplete())
+ {
+ return false;
+ }
+
+ int levelCount = mipLevels();
+
+ for (int face = 0; face < 6; face++)
+ {
+ for (int level = 1; level < levelCount; level++)
+ {
+ if (!isFaceLevelComplete(face, level))
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+bool TextureCubeMap::isFaceLevelComplete(int faceIndex, int level) const
+{
+ ASSERT(level >= 0 && faceIndex < 6 && level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getImage(level, faceIndex) != NULL);
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ int baseSize = getBaseLevelWidth();
+
+ if (baseSize <= 0)
+ {
+ return false;
+ }
+
+ // "isCubeComplete" checks for base level completeness and we must call that
+ // to determine if any face at level 0 is complete. We omit that check here
+ // to avoid re-checking cube-completeness for every face at level 0.
+ if (level == 0)
+ {
+ return true;
+ }
+
+ // Check that non-zero levels are consistent with the base level.
+ const rx::Image *faceLevelImage = mTexture->getImage(level, faceIndex);
+
+ if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat())
+ {
+ return false;
+ }
+
+ if (faceLevelImage->getWidth() != std::max(1, baseSize >> level))
+ {
+ return false;
+ }
+
+ return true;
+}
+
+
+Texture3D::Texture3D(rx::TextureImpl *impl, GLuint id)
+ : Texture(impl, id, GL_TEXTURE_3D)
+{
+}
+
+Texture3D::~Texture3D()
+{
+}
+
+GLsizei Texture3D::getWidth(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getWidth() : 0;
+}
+
+GLsizei Texture3D::getHeight(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getHeight() : 0;
+}
+
+GLsizei Texture3D::getDepth(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getDepth() : 0;
+}
+
+GLenum Texture3D::getInternalFormat(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getInternalFormat() : GL_NONE;
+}
+
+GLenum Texture3D::getActualFormat(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level, 0)->getActualFormat() : GL_NONE;
+}
+
+bool Texture3D::isCompressed(GLint level) const
+{
+ return GetInternalFormatInfo(getInternalFormat(level)).compressed;
+}
+
+bool Texture3D::isDepth(GLint level) const
+{
+ return GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+Error Texture3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->setImage(GL_TEXTURE_3D, level, width, height, depth, internalFormat, format, type, unpack, pixels);
+}
+
+Error Texture3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth,
+ GLsizei imageSize, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->setCompressedImage(GL_TEXTURE_3D, level, format, width, height, depth, imageSize, unpack, pixels);
+}
+
+Error Texture3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->subImage(GL_TEXTURE_3D, level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels);
+}
+
+Error Texture3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+ GLsizei width, GLsizei height, GLsizei depth, GLenum format,
+ GLsizei imageSize, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->subImageCompressed(GL_TEXTURE_3D, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, unpack, pixels);
+}
+
+Error Texture3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+ Error error = mTexture->storage(GL_TEXTURE_3D, levels, internalformat, width, height, depth);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImmutableLevelCount = levels;
+
+ return Error(GL_NO_ERROR);
+}
+
+bool Texture3D::isSamplerComplete(const SamplerState &samplerState, const TextureCapsMap &textureCaps, const Extensions &extensions, int clientVersion) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getBaseLevelDepth();
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return false;
+ }
+
+ if (!textureCaps.get(getInternalFormat(0)).filterable && !IsPointSampled(samplerState))
+ {
+ return false;
+ }
+
+ if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool Texture3D::isMipmapComplete() const
+{
+ int levelCount = mipLevels();
+
+ for (int level = 0; level < levelCount; level++)
+ {
+ if (!isLevelComplete(level))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+bool Texture3D::isLevelComplete(int level) const
+{
+ ASSERT(level >= 0 && level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getImage(level, 0) != NULL);
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getBaseLevelDepth();
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return false;
+ }
+
+ if (level == 0)
+ {
+ return true;
+ }
+
+ rx::Image *levelImage = mTexture->getImage(level, 0);
+
+ 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;
+}
+
+Texture2DArray::Texture2DArray(rx::TextureImpl *impl, GLuint id)
+ : Texture(impl, id, GL_TEXTURE_2D_ARRAY)
+{
+}
+
+Texture2DArray::~Texture2DArray()
+{
+}
+
+GLsizei Texture2DArray::getWidth(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getWidth() : 0;
+}
+
+GLsizei Texture2DArray::getHeight(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getHeight() : 0;
+}
+
+GLsizei Texture2DArray::getLayers(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getLayerCount(level) : 0;
+}
+
+GLenum Texture2DArray::getInternalFormat(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getInternalFormat() : GL_NONE;
+}
+
+GLenum Texture2DArray::getActualFormat(GLint level) const
+{
+ return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS && mTexture->getLayerCount(level) > 0) ? mTexture->getImage(level, 0)->getActualFormat() : GL_NONE;
+}
+
+bool Texture2DArray::isCompressed(GLint level) const
+{
+ return GetInternalFormatInfo(getInternalFormat(level)).compressed;
+}
+
+bool Texture2DArray::isDepth(GLint level) const
+{
+ return GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+Error Texture2DArray::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->setImage(GL_TEXTURE_2D_ARRAY, level, width, height, depth, internalFormat, format, type, unpack, pixels);
+}
+
+Error Texture2DArray::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth,
+ GLsizei imageSize, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->setCompressedImage(GL_TEXTURE_2D_ARRAY, level, format, width, height, depth, imageSize, unpack, pixels);
+}
+
+Error Texture2DArray::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->subImage(GL_TEXTURE_2D_ARRAY, level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels);
+}
+
+Error Texture2DArray::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+ GLsizei width, GLsizei height, GLsizei depth, GLenum format,
+ GLsizei imageSize, const PixelUnpackState &unpack, const void *pixels)
+{
+ return mTexture->subImageCompressed(GL_TEXTURE_2D_ARRAY, level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, unpack, pixels);
+}
+
+Error Texture2DArray::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+ Error error = mTexture->storage(GL_TEXTURE_2D_ARRAY, levels, internalformat, width, height, depth);
+ if (error.isError())
+ {
+ return error;
+ }
+
+ mImmutableLevelCount = levels;
+
+ return Error(GL_NO_ERROR);
+}
+
+bool Texture2DArray::isSamplerComplete(const SamplerState &samplerState, const TextureCapsMap &textureCaps, const Extensions &extensions, int clientVersion) const
+{
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei depth = getLayers(0);
+
+ if (width <= 0 || height <= 0 || depth <= 0)
+ {
+ return false;
+ }
+
+ if (!textureCaps.get(getBaseLevelInternalFormat()).filterable && !IsPointSampled(samplerState))
+ {
+ return false;
+ }
+
+ if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool Texture2DArray::isMipmapComplete() const
+{
+ int levelCount = mipLevels();
+
+ for (int level = 1; level < levelCount; level++)
+ {
+ if (!isLevelComplete(level))
+ {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+bool Texture2DArray::isLevelComplete(int level) const
+{
+ ASSERT(level >= 0 && level < IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+
+ if (isImmutable())
+ {
+ return true;
+ }
+
+ GLsizei width = getBaseLevelWidth();
+ GLsizei height = getBaseLevelHeight();
+ GLsizei layers = getLayers(0);
+
+ if (width <= 0 || height <= 0 || layers <= 0)
+ {
+ return false;
+ }
+
+ if (level == 0)
+ {
+ return true;
+ }
+
+ if (getInternalFormat(level) != getInternalFormat(0))
+ {
+ return false;
+ }
+
+ if (getWidth(level) != std::max(1, width >> level))
+ {
+ return false;
+ }
+
+ if (getHeight(level) != std::max(1, height >> level))
+ {
+ return false;
+ }
+
+ if (getLayers(level) != layers)
+ {
+ return false;
+ }
+
+ return true;
+}
+
+}