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/renderer/d3d/TextureD3D.cpp b/src/libANGLE/renderer/d3d/TextureD3D.cpp
new file mode 100644
index 0000000..462e1fb
--- /dev/null
+++ b/src/libANGLE/renderer/d3d/TextureD3D.cpp
@@ -0,0 +1,2814 @@
+//
+// 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/Buffer.h"
+#include "libANGLE/Framebuffer.h"
+#include "libANGLE/Texture.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/BufferImpl.h"
+#include "libANGLE/renderer/RenderTarget.h"
+#include "libANGLE/renderer/d3d/BufferD3D.h"
+#include "libANGLE/renderer/d3d/TextureD3D.h"
+#include "libANGLE/renderer/d3d/TextureStorage.h"
+#include "libANGLE/renderer/d3d/ImageD3D.h"
+#include "libANGLE/renderer/d3d/RendererD3D.h"
+
+#include "libANGLE/Surface.h"
+
+#include "common/mathutil.h"
+#include "common/utilities.h"
+
+namespace rx
+{
+
+namespace
+{
+
+gl::Error GetUnpackPointer(const gl::PixelUnpackState &unpack, const void *pixels, const uint8_t **pointerOut)
+{
+    if (unpack.pixelBuffer.id() != 0)
+    {
+        // Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not supported
+        gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
+        ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels);
+
+        // TODO: this is the only place outside of renderer that asks for a buffers raw data.
+        // This functionality should be moved into renderer and the getData method of BufferImpl removed.
+        BufferD3D *bufferD3D = BufferD3D::makeBufferD3D(pixelBuffer->getImplementation());
+        ASSERT(bufferD3D);
+        const uint8_t *bufferData = NULL;
+        gl::Error error = bufferD3D->getData(&bufferData);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        *pointerOut = bufferData + offset;
+    }
+    else
+    {
+        *pointerOut = static_cast<const uint8_t *>(pixels);
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+bool IsRenderTargetUsage(GLenum usage)
+{
+    return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+}
+
+}
+
+TextureD3D::TextureD3D(RendererD3D *renderer)
+    : mRenderer(renderer),
+      mUsage(GL_NONE),
+      mDirtyImages(true),
+      mImmutable(false),
+      mTexStorage(NULL)
+{
+}
+
+TextureD3D::~TextureD3D()
+{
+}
+
+TextureD3D *TextureD3D::makeTextureD3D(TextureImpl *texture)
+{
+    ASSERT(HAS_DYNAMIC_TYPE(TextureD3D*, texture));
+    return static_cast<TextureD3D*>(texture);
+}
+
+TextureStorage *TextureD3D::getNativeTexture()
+{
+    // ensure the underlying texture is created
+    initializeStorage(false);
+
+    if (mTexStorage)
+    {
+        updateStorage();
+    }
+
+    return mTexStorage;
+}
+
+GLint TextureD3D::getBaseLevelWidth() const
+{
+    const Image *baseImage = getBaseLevelImage();
+    return (baseImage ? baseImage->getWidth() : 0);
+}
+
+GLint TextureD3D::getBaseLevelHeight() const
+{
+    const Image *baseImage = getBaseLevelImage();
+    return (baseImage ? baseImage->getHeight() : 0);
+}
+
+GLint TextureD3D::getBaseLevelDepth() const
+{
+    const Image *baseImage = getBaseLevelImage();
+    return (baseImage ? baseImage->getDepth() : 0);
+}
+
+// Note: "base level image" is loosely defined to be any image from the base level,
+// where in the base of 2D array textures and cube maps there are several. Don't use
+// the base level image for anything except querying texture format and size.
+GLenum TextureD3D::getBaseLevelInternalFormat() const
+{
+    const Image *baseImage = getBaseLevelImage();
+    return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
+}
+
+bool TextureD3D::shouldUseSetData(const Image *image) const
+{
+    if (!mRenderer->getWorkarounds().setDataFasterThanImageUpload)
+    {
+        return false;
+    }
+
+    gl::InternalFormat internalFormat = gl::GetInternalFormatInfo(image->getInternalFormat());
+
+    // We can only handle full updates for depth-stencil textures, so to avoid complications
+    // disable them entirely.
+    if (internalFormat.depthBits > 0 || internalFormat.stencilBits > 0)
+    {
+        return false;
+    }
+
+    // TODO(jmadill): Handle compressed internal formats
+    return (mTexStorage && !internalFormat.compressed);
+}
+
+gl::Error TextureD3D::setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, const gl::ImageIndex &index)
+{
+    Image *image = getImage(index);
+    ASSERT(image);
+
+    // No-op
+    if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
+    {
+        return gl::Error(GL_NO_ERROR);
+    }
+
+    // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
+    // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
+    const uint8_t *pixelData = NULL;
+    gl::Error error = GetUnpackPointer(unpack, pixels, &pixelData);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    if (pixelData != NULL)
+    {
+        gl::Error error(GL_NO_ERROR);
+
+        if (shouldUseSetData(image))
+        {
+            error = mTexStorage->setData(index, image, NULL, type, unpack, pixelData);
+        }
+        else
+        {
+            error = image->loadData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), unpack.alignment, type, pixelData);
+        }
+
+        if (error.isError())
+        {
+            return error;
+        }
+
+        mDirtyImages = true;
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D::subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+                               GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, const gl::ImageIndex &index)
+{
+    // CPU readback & copy where direct GPU copy is not supported
+    const uint8_t *pixelData = NULL;
+    gl::Error error = GetUnpackPointer(unpack, pixels, &pixelData);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    if (pixelData != NULL)
+    {
+        Image *image = getImage(index);
+        ASSERT(image);
+
+        gl::Box region(xoffset, yoffset, zoffset, width, height, depth);
+        if (shouldUseSetData(image))
+        {
+            return mTexStorage->setData(index, image, &region, type, unpack, pixelData);
+        }
+
+        gl::Error error = image->loadData(xoffset, yoffset, zoffset, width, height, depth, unpack.alignment,
+                                          type, pixelData);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        error = commitRegion(index, region);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        mDirtyImages = true;
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D::setCompressedImage(const gl::PixelUnpackState &unpack, GLsizei imageSize, const void *pixels, Image *image)
+{
+    // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
+    // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
+    const uint8_t *pixelData = NULL;
+    gl::Error error = GetUnpackPointer(unpack, pixels, &pixelData);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    if (pixelData != NULL)
+    {
+        gl::Error error = image->loadCompressedData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), pixelData);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        mDirtyImages = true;
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D::subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+                                         GLenum format, GLsizei imageSize, const gl::PixelUnpackState &unpack, const void *pixels, Image *image)
+{
+    const uint8_t *pixelData = NULL;
+    gl::Error error = GetUnpackPointer(unpack, pixels, &pixelData);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    if (pixelData != NULL)
+    {
+        gl::Error error = image->loadCompressedData(xoffset, yoffset, zoffset, width, height, depth, pixelData);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        mDirtyImages = true;
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat)
+{
+    return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
+}
+
+gl::Error TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
+                                       GLenum sizedInternalFormat, GLenum type, RenderTarget *destRenderTarget)
+{
+    // No-op
+    if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
+    {
+        return gl::Error(GL_NO_ERROR);
+    }
+
+    // In order to perform the fast copy through the shader, we must have the right format, and be able
+    // to create a render target.
+    ASSERT(mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat));
+
+    uintptr_t offset = reinterpret_cast<uintptr_t>(pixels);
+
+    gl::Error error = mRenderer->fastCopyBufferToTexture(unpack, offset, destRenderTarget, sizedInternalFormat, type, destArea);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
+{
+    if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) || mRenderer->getRendererExtensions().textureNPOT)
+    {
+        // Maximum number of levels
+        return gl::log2(std::max(std::max(width, height), depth)) + 1;
+    }
+    else
+    {
+        // OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
+        return 1;
+    }
+}
+
+int TextureD3D::mipLevels() const
+{
+    return gl::log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
+}
+
+TextureStorage *TextureD3D::getStorage()
+{
+    ASSERT(mTexStorage);
+    return mTexStorage;
+}
+
+Image *TextureD3D::getBaseLevelImage() const
+{
+    return getImage(getImageIndex(0, 0));
+}
+
+gl::Error TextureD3D::generateMipmaps()
+{
+    GLint mipCount = mipLevels();
+
+    if (mipCount == 1)
+    {
+        return gl::Error(GL_NO_ERROR); // no-op
+    }
+
+    // Set up proper mipmap chain in our Image array.
+    initMipmapsImages();
+
+    // We know that all layers have the same dimension, for the texture to be complete
+    GLint layerCount = static_cast<GLint>(getLayerCount(0));
+
+    // When making mipmaps with the setData workaround enabled, the texture storage has
+    // the image data already. For non-render-target storage, we have to pull it out into
+    // an image layer.
+    if (mRenderer->getWorkarounds().setDataFasterThanImageUpload && mTexStorage)
+    {
+        if (!mTexStorage->isRenderTarget())
+        {
+            // Copy from the storage mip 0 to Image mip 0
+            for (GLint layer = 0; layer < layerCount; ++layer)
+            {
+                gl::ImageIndex srcIndex = getImageIndex(0, layer);
+
+                Image *image = getImage(srcIndex);
+                gl::Rectangle area(0, 0, image->getWidth(), image->getHeight());
+                gl::Error error = image->copy(0, 0, 0, area, srcIndex, mTexStorage);
+                if (error.isError())
+                {
+                    return error;
+                }
+            }
+        }
+        else
+        {
+            gl::Error error = updateStorage();
+            if (error.isError())
+            {
+                return error;
+            }
+        }
+    }
+
+    bool renderableStorage = (mTexStorage && mTexStorage->isRenderTarget());
+
+    for (GLint layer = 0; layer < layerCount; ++layer)
+    {
+        for (GLint mip = 1; mip < mipCount; ++mip)
+        {
+            ASSERT(getLayerCount(mip) == layerCount);
+
+            gl::ImageIndex sourceIndex = getImageIndex(mip - 1, layer);
+            gl::ImageIndex destIndex = getImageIndex(mip, layer);
+
+            if (renderableStorage)
+            {
+                // GPU-side mipmapping
+                gl::Error error = mTexStorage->generateMipmap(sourceIndex, destIndex);
+                if (error.isError())
+                {
+                    return error;
+                }
+            }
+            else
+            {
+                // CPU-side mipmapping
+                gl::Error error = mRenderer->generateMipmap(getImage(destIndex), getImage(sourceIndex));
+                if (error.isError())
+                {
+                    return error;
+                }
+            }
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D::isBaseImageZeroSize() const
+{
+    Image *baseImage = getBaseLevelImage();
+
+    if (!baseImage || baseImage->getWidth() <= 0)
+    {
+        return true;
+    }
+
+    if (!gl::IsCubemapTextureTarget(baseImage->getTarget()) && baseImage->getHeight() <= 0)
+    {
+        return true;
+    }
+
+    if (baseImage->getTarget() == GL_TEXTURE_3D && baseImage->getDepth() <= 0)
+    {
+        return true;
+    }
+
+    if (baseImage->getTarget() == GL_TEXTURE_2D_ARRAY && getLayerCount(0) <= 0)
+    {
+        return true;
+    }
+
+    return false;
+}
+
+gl::Error TextureD3D::ensureRenderTarget()
+{
+    gl::Error error = initializeStorage(true);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    if (!isBaseImageZeroSize())
+    {
+        ASSERT(mTexStorage);
+        if (!mTexStorage->isRenderTarget())
+        {
+            TextureStorage *newRenderTargetStorage = NULL;
+            error = createCompleteStorage(true, &newRenderTargetStorage);
+            if (error.isError())
+            {
+                return error;
+            }
+
+            error = mTexStorage->copyToStorage(newRenderTargetStorage);
+            if (error.isError())
+            {
+                SafeDelete(newRenderTargetStorage);
+                return error;
+            }
+
+            error = setCompleteTexStorage(newRenderTargetStorage);
+            if (error.isError())
+            {
+                SafeDelete(newRenderTargetStorage);
+                return error;
+            }
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D::canCreateRenderTargetForImage(const gl::ImageIndex &index) const
+{
+    Image *image = getImage(index);
+    bool levelsComplete = (isImageComplete(index) && isImageComplete(getImageIndex(0, 0)));
+    return (image->isRenderableFormat() && levelsComplete);
+}
+
+gl::Error TextureD3D::commitRegion(const gl::ImageIndex &index, const gl::Box &region)
+{
+    if (mTexStorage)
+    {
+        ASSERT(isValidIndex(index));
+        Image *image = getImage(index);
+        ImageD3D *imageD3D = ImageD3D::makeImageD3D(image);
+        gl::Error error = imageD3D->copyToStorage(mTexStorage, index, region);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        image->markClean();
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+TextureD3D_2D::TextureD3D_2D(RendererD3D *renderer)
+    : TextureD3D(renderer)
+{
+    for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+    {
+        mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
+    }
+}
+
+TextureD3D_2D::~TextureD3D_2D()
+{
+    // Delete the Images before the TextureStorage.
+    // Images might be relying on the TextureStorage for some of their data.
+    // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
+    for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+    {
+        delete mImageArray[i];
+    }
+
+    SafeDelete(mTexStorage);
+}
+
+Image *TextureD3D_2D::getImage(int level, int layer) const
+{
+    ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    ASSERT(layer == 0);
+    return mImageArray[level];
+}
+
+Image *TextureD3D_2D::getImage(const gl::ImageIndex &index) const
+{
+    ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    ASSERT(!index.hasLayer());
+    ASSERT(index.type == GL_TEXTURE_2D);
+    return mImageArray[index.mipIndex];
+}
+
+GLsizei TextureD3D_2D::getLayerCount(int level) const
+{
+    ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    return 1;
+}
+
+GLsizei TextureD3D_2D::getWidth(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getWidth();
+    else
+        return 0;
+}
+
+GLsizei TextureD3D_2D::getHeight(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getHeight();
+    else
+        return 0;
+}
+
+GLenum TextureD3D_2D::getInternalFormat(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getInternalFormat();
+    else
+        return GL_NONE;
+}
+
+GLenum TextureD3D_2D::getActualFormat(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getActualFormat();
+    else
+        return GL_NONE;
+}
+
+bool TextureD3D_2D::isDepth(GLint level) const
+{
+    return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+gl::Error TextureD3D_2D::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth,
+                                  GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack,
+                                  const void *pixels)
+{
+    ASSERT(target == GL_TEXTURE_2D && depth == 1);
+
+    GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+
+    bool fastUnpacked = false;
+
+    redefineImage(level, sizedInternalFormat, width, height);
+
+    gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+
+    // Attempt a fast gpu copy of the pixel data to the surface
+    if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
+    {
+        // Will try to create RT storage if it does not exist
+        RenderTarget *destRenderTarget = NULL;
+        gl::Error error = getRenderTarget(index, &destRenderTarget);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
+
+        error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        // Ensure we don't overwrite our newly initialized data
+        mImageArray[level]->markClean();
+
+        fastUnpacked = true;
+    }
+
+    if (!fastUnpacked)
+    {
+        gl::Error error = TextureD3D::setImage(unpack, type, pixels, index);
+        if (error.isError())
+        {
+            return error;
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::setCompressedImage(GLenum target, GLint level, GLenum format,
+                                            GLsizei width, GLsizei height, GLsizei depth,
+                                            GLsizei imageSize, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    ASSERT(target == GL_TEXTURE_2D && depth == 1);
+
+    // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+    redefineImage(level, format, width, height);
+
+    return TextureD3D::setCompressedImage(unpack, imageSize, pixels, mImageArray[level]);
+}
+
+gl::Error TextureD3D_2D::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+                                  GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type,
+                                  const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    ASSERT(target == GL_TEXTURE_2D && depth == 1 && zoffset == 0);
+
+    bool fastUnpacked = false;
+
+    gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+    gl::Box destArea(xoffset, yoffset, 0, width, height, 1);
+    if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
+    {
+        RenderTarget *renderTarget = NULL;
+        gl::Error error = getRenderTarget(index, &renderTarget);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        error = fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        // Ensure we don't overwrite our newly initialized data
+        mImageArray[level]->markClean();
+
+        fastUnpacked = true;
+    }
+
+    if (!fastUnpacked)
+    {
+        return TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type,
+                                    unpack, pixels, index);
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+                                            GLsizei width, GLsizei height, GLsizei depth, GLenum format,
+                                            GLsizei imageSize, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    ASSERT(target == GL_TEXTURE_2D && depth == 1 && zoffset == 0);
+
+    gl::Error error = TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, unpack, pixels, mImageArray[level]);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+    gl::Box region(xoffset, yoffset, 0, width, height, 1);
+    return commitRegion(index, region);
+}
+
+gl::Error TextureD3D_2D::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height,
+                                   gl::Framebuffer *source)
+{
+    ASSERT(target == GL_TEXTURE_2D);
+
+    GLenum sizedInternalFormat = gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
+    redefineImage(level, sizedInternalFormat, width, height);
+
+    gl::Rectangle sourceRect(x, y, width, height);
+    gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+
+    if (!canCreateRenderTargetForImage(index))
+    {
+        gl::Error error = mImageArray[level]->copy(0, 0, 0, sourceRect, source);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        mDirtyImages = true;
+    }
+    else
+    {
+        gl::Error error = ensureRenderTarget();
+        if (error.isError())
+        {
+            return error;
+        }
+
+        mImageArray[level]->markClean();
+
+        if (width != 0 && height != 0 && isValidLevel(level))
+        {
+            gl::Error error = mRenderer->copyImage2D(source, sourceRect, format, 0, 0, mTexStorage, level);
+            if (error.isError())
+            {
+                return error;
+            }
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+                                      GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+    ASSERT(target == GL_TEXTURE_2D && zoffset == 0);
+
+    // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
+    // the current level we're copying to is defined (with appropriate format, width & height)
+
+    gl::Rectangle sourceRect(x, y, width, height);
+    gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+
+    if (!canCreateRenderTargetForImage(index))
+    {
+        gl::Error error = mImageArray[level]->copy(xoffset, yoffset, 0, sourceRect, source);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        mDirtyImages = true;
+    }
+    else
+    {
+        gl::Error error = ensureRenderTarget();
+        if (error.isError())
+        {
+            return error;
+        }
+
+        if (isValidLevel(level))
+        {
+            error = updateStorageLevel(level);
+            if (error.isError())
+            {
+                return error;
+            }
+
+            error = mRenderer->copyImage2D(source, sourceRect,
+                                           gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
+                                           xoffset, yoffset, mTexStorage, level);
+            if (error.isError())
+            {
+                return error;
+            }
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+    ASSERT(target == GL_TEXTURE_2D && depth == 1);
+
+    for (int level = 0; level < levels; level++)
+    {
+        GLsizei levelWidth = std::max(1, width >> level);
+        GLsizei levelHeight = std::max(1, height >> level);
+        mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, levelWidth, levelHeight, 1, true);
+    }
+
+    for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+    {
+        mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
+    }
+
+    // TODO(geofflang): Verify storage creation had no errors
+    bool renderTarget = IsRenderTargetUsage(mUsage);
+    TextureStorage *storage = mRenderer->createTextureStorage2D(internalformat, renderTarget, width, height, levels);
+
+    gl::Error error = setCompleteTexStorage(storage);
+    if (error.isError())
+    {
+        SafeDelete(storage);
+        return error;
+    }
+
+    mImmutable = true;
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_2D::bindTexImage(egl::Surface *surface)
+{
+    GLenum internalformat = surface->getFormat();
+
+    mImageArray[0]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, surface->getWidth(), surface->getHeight(), 1, true);
+
+    if (mTexStorage)
+    {
+        SafeDelete(mTexStorage);
+    }
+
+    mTexStorage = mRenderer->createTextureStorage2D(surface->getSwapChain());
+
+    mDirtyImages = true;
+}
+
+void TextureD3D_2D::releaseTexImage()
+{
+    if (mTexStorage)
+    {
+        SafeDelete(mTexStorage);
+    }
+
+    for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+    {
+        mImageArray[i]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
+    }
+}
+
+void TextureD3D_2D::initMipmapsImages()
+{
+    // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+    int levelCount = mipLevels();
+    for (int level = 1; level < levelCount; level++)
+    {
+        redefineImage(level, getBaseLevelInternalFormat(),
+                      std::max(getBaseLevelWidth() >> level, 1),
+                      std::max(getBaseLevelHeight() >> level, 1));
+    }
+}
+
+unsigned int TextureD3D_2D::getRenderTargetSerial(const gl::ImageIndex &index)
+{
+    ASSERT(!index.hasLayer());
+    return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
+}
+
+gl::Error TextureD3D_2D::getRenderTarget(const gl::ImageIndex &index, RenderTarget **outRT)
+{
+    ASSERT(!index.hasLayer());
+
+    // ensure the underlying texture is created
+    gl::Error error = ensureRenderTarget();
+    if (error.isError())
+    {
+        return error;
+    }
+
+    error = updateStorageLevel(index.mipIndex);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    return mTexStorage->getRenderTarget(index, outRT);
+}
+
+bool TextureD3D_2D::isValidLevel(int level) const
+{
+    return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : false);
+}
+
+bool TextureD3D_2D::isLevelComplete(int level) const
+{
+    if (isImmutable())
+    {
+        return true;
+    }
+
+    const Image *baseImage = getBaseLevelImage();
+
+    GLsizei width = baseImage->getWidth();
+    GLsizei height = baseImage->getHeight();
+
+    if (width <= 0 || height <= 0)
+    {
+        return false;
+    }
+
+    // The base image level is complete if the width and height are positive
+    if (level == 0)
+    {
+        return true;
+    }
+
+    ASSERT(level >= 1 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+    ImageD3D *image = mImageArray[level];
+
+    if (image->getInternalFormat() != baseImage->getInternalFormat())
+    {
+        return false;
+    }
+
+    if (image->getWidth() != std::max(1, width >> level))
+    {
+        return false;
+    }
+
+    if (image->getHeight() != std::max(1, height >> level))
+    {
+        return false;
+    }
+
+    return true;
+}
+
+bool TextureD3D_2D::isImageComplete(const gl::ImageIndex &index) const
+{
+    return isLevelComplete(index.mipIndex);
+}
+
+// Constructs a native texture resource from the texture images
+gl::Error TextureD3D_2D::initializeStorage(bool renderTarget)
+{
+    // Only initialize the first time this texture is used as a render target or shader resource
+    if (mTexStorage)
+    {
+        return gl::Error(GL_NO_ERROR);
+    }
+
+    // do not attempt to create storage for nonexistant data
+    if (!isLevelComplete(0))
+    {
+        return gl::Error(GL_NO_ERROR);
+    }
+
+    bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+    TextureStorage *storage = NULL;
+    gl::Error error = createCompleteStorage(createRenderTarget, &storage);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    error = setCompleteTexStorage(storage);
+    if (error.isError())
+    {
+        SafeDelete(storage);
+        return error;
+    }
+
+    ASSERT(mTexStorage);
+
+    // flush image data to the storage
+    error = updateStorage();
+    if (error.isError())
+    {
+        return error;
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const
+{
+    GLsizei width = getBaseLevelWidth();
+    GLsizei height = getBaseLevelHeight();
+    GLenum internalFormat = getBaseLevelInternalFormat();
+
+    ASSERT(width > 0 && height > 0);
+
+    // use existing storage level count, when previously specified by TexStorage*D
+    GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
+
+    // TODO(geofflang): Determine if the texture creation succeeded
+    *outTexStorage = mRenderer->createTextureStorage2D(internalFormat, renderTarget, width, height, levels);
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+{
+    if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
+    {
+        for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
+        {
+            gl::Error error = mImageArray[level]->setManagedSurface2D(newCompleteTexStorage, level);
+            if (error.isError())
+            {
+                return error;
+            }
+        }
+    }
+
+    SafeDelete(mTexStorage);
+    mTexStorage = newCompleteTexStorage;
+
+    mDirtyImages = true;
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::updateStorage()
+{
+    ASSERT(mTexStorage != NULL);
+    GLint storageLevels = mTexStorage->getLevelCount();
+    for (int level = 0; level < storageLevels; level++)
+    {
+        if (mImageArray[level]->isDirty() && isLevelComplete(level))
+        {
+            gl::Error error = updateStorageLevel(level);
+            if (error.isError())
+            {
+                return error;
+            }
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2D::updateStorageLevel(int level)
+{
+    ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+    ASSERT(isLevelComplete(level));
+
+    if (mImageArray[level]->isDirty())
+    {
+        gl::ImageIndex index = gl::ImageIndex::Make2D(level);
+        gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1);
+        gl::Error error = commitRegion(index, region);
+        if (error.isError())
+        {
+            return error;
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_2D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height)
+{
+    // If there currently is a corresponding storage texture image, it has these parameters
+    const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+    const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+    const GLenum storageFormat = getBaseLevelInternalFormat();
+
+    mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, width, height, 1, false);
+
+    if (mTexStorage)
+    {
+        const int storageLevels = mTexStorage->getLevelCount();
+
+        if ((level >= storageLevels && storageLevels != 0) ||
+            width != storageWidth ||
+            height != storageHeight ||
+            internalformat != storageFormat)   // Discard mismatched storage
+        {
+            for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+            {
+                mImageArray[i]->markDirty();
+            }
+
+            SafeDelete(mTexStorage);
+            mDirtyImages = true;
+        }
+    }
+}
+
+gl::ImageIndexIterator TextureD3D_2D::imageIterator() const
+{
+    return gl::ImageIndexIterator::Make2D(0, mTexStorage->getLevelCount());
+}
+
+gl::ImageIndex TextureD3D_2D::getImageIndex(GLint mip, GLint /*layer*/) const
+{
+    // "layer" does not apply to 2D Textures.
+    return gl::ImageIndex::Make2D(mip);
+}
+
+bool TextureD3D_2D::isValidIndex(const gl::ImageIndex &index) const
+{
+    return (mTexStorage && index.type == GL_TEXTURE_2D &&
+            index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
+}
+
+TextureD3D_Cube::TextureD3D_Cube(RendererD3D *renderer)
+    : TextureD3D(renderer)
+{
+    for (int i = 0; i < 6; i++)
+    {
+        for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
+        {
+            mImageArray[i][j] = ImageD3D::makeImageD3D(renderer->createImage());
+        }
+    }
+}
+
+TextureD3D_Cube::~TextureD3D_Cube()
+{
+    // Delete the Images before the TextureStorage.
+    // Images might be relying on the TextureStorage for some of their data.
+    // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
+    for (int i = 0; i < 6; i++)
+    {
+        for (int j = 0; j < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++j)
+        {
+            SafeDelete(mImageArray[i][j]);
+        }
+    }
+
+    SafeDelete(mTexStorage);
+}
+
+Image *TextureD3D_Cube::getImage(int level, int layer) const
+{
+    ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    ASSERT(layer < 6);
+    return mImageArray[layer][level];
+}
+
+Image *TextureD3D_Cube::getImage(const gl::ImageIndex &index) const
+{
+    ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    ASSERT(index.layerIndex < 6);
+    return mImageArray[index.layerIndex][index.mipIndex];
+}
+
+GLsizei TextureD3D_Cube::getLayerCount(int level) const
+{
+    ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    return 6;
+}
+
+GLenum TextureD3D_Cube::getInternalFormat(GLint level, GLint layer) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[layer][level]->getInternalFormat();
+    else
+        return GL_NONE;
+}
+
+bool TextureD3D_Cube::isDepth(GLint level, GLint layer) const
+{
+    return gl::GetInternalFormatInfo(getInternalFormat(level, layer)).depthBits > 0;
+}
+
+gl::Error TextureD3D_Cube::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth,
+                                    GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack,
+                                    const void *pixels)
+{
+    ASSERT(depth == 1);
+
+    GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+    gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+
+    redefineImage(index.layerIndex, level, sizedInternalFormat, width, height);
+
+    return TextureD3D::setImage(unpack, type, pixels, index);
+}
+
+gl::Error TextureD3D_Cube::setCompressedImage(GLenum target, GLint level, GLenum format,
+                                              GLsizei width, GLsizei height, GLsizei depth,
+                                              GLsizei imageSize, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    ASSERT(depth == 1);
+
+    // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+    int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
+
+    redefineImage(faceIndex, level, format, width, height);
+
+    return TextureD3D::setCompressedImage(unpack, imageSize, pixels, mImageArray[faceIndex][level]);
+}
+
+gl::Error TextureD3D_Cube::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+                                    GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type,
+                                    const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    ASSERT(depth == 1 && zoffset == 0);
+    gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+    return TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, index);
+}
+
+gl::Error TextureD3D_Cube::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+                                              GLsizei width, GLsizei height, GLsizei depth, GLenum format,
+                                              GLsizei imageSize, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    ASSERT(depth == 1 && zoffset == 0);
+
+    gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+
+    gl::Error error = TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, unpack, pixels, mImageArray[index.layerIndex][level]);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    gl::Box region(xoffset, yoffset, 0, width, height, 1);
+    return commitRegion(index, region);
+}
+
+gl::Error TextureD3D_Cube::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y,
+                                     GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+    int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
+    GLenum sizedInternalFormat = gl::GetSizedInternalFormat(format, GL_UNSIGNED_BYTE);
+
+    redefineImage(faceIndex, level, sizedInternalFormat, width, height);
+
+    gl::Rectangle sourceRect(x, y, width, height);
+    gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+
+    if (!canCreateRenderTargetForImage(index))
+    {
+        gl::Error error = mImageArray[faceIndex][level]->copy(0, 0, 0, sourceRect, source);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        mDirtyImages = true;
+    }
+    else
+    {
+        gl::Error error = ensureRenderTarget();
+        if (error.isError())
+        {
+            return error;
+        }
+
+        mImageArray[faceIndex][level]->markClean();
+
+        ASSERT(width == height);
+
+        if (width > 0 && isValidFaceLevel(faceIndex, level))
+        {
+            error = mRenderer->copyImageCube(source, sourceRect, format, 0, 0, mTexStorage, target, level);
+            if (error.isError())
+            {
+                return error;
+            }
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+                                        GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+    int faceIndex = gl::TextureCubeMap::targetToLayerIndex(target);
+
+    gl::Rectangle sourceRect(x, y, width, height);
+    gl::ImageIndex index = gl::ImageIndex::MakeCube(target, level);
+
+    if (!canCreateRenderTargetForImage(index))
+    {
+        gl::Error error =mImageArray[faceIndex][level]->copy(0, 0, 0, sourceRect, source);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        mDirtyImages = true;
+    }
+    else
+    {
+        gl::Error error = ensureRenderTarget();
+        if (error.isError())
+        {
+            return error;
+        }
+
+        if (isValidFaceLevel(faceIndex, level))
+        {
+            error = updateStorageFaceLevel(faceIndex, level);
+            if (error.isError())
+            {
+                return error;
+            }
+
+            error = mRenderer->copyImageCube(source, sourceRect, gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
+                                             xoffset, yoffset, mTexStorage, target, level);
+            if (error.isError())
+            {
+                return error;
+            }
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+    ASSERT(width == height);
+    ASSERT(depth == 1);
+
+    for (int level = 0; level < levels; level++)
+    {
+        GLsizei mipSize = std::max(1, width >> level);
+        for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+        {
+            mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, mipSize, mipSize, 1, true);
+        }
+    }
+
+    for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+    {
+        for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+        {
+            mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, GL_NONE, 0, 0, 0, true);
+        }
+    }
+
+    // TODO(geofflang): Verify storage creation had no errors
+    bool renderTarget = IsRenderTargetUsage(mUsage);
+    TextureStorage *storage = mRenderer->createTextureStorageCube(internalformat, renderTarget, width, levels);
+
+    gl::Error error = setCompleteTexStorage(storage);
+    if (error.isError())
+    {
+        SafeDelete(storage);
+        return error;
+    }
+
+    mImmutable = true;
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+// Tests for cube texture completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
+bool TextureD3D_Cube::isCubeComplete() const
+{
+    int    baseWidth  = getBaseLevelWidth();
+    int    baseHeight = getBaseLevelHeight();
+    GLenum baseFormat = getBaseLevelInternalFormat();
+
+    if (baseWidth <= 0 || baseWidth != baseHeight)
+    {
+        return false;
+    }
+
+    for (int faceIndex = 1; faceIndex < 6; faceIndex++)
+    {
+        const ImageD3D &faceBaseImage = *mImageArray[faceIndex][0];
+
+        if (faceBaseImage.getWidth()          != baseWidth  ||
+            faceBaseImage.getHeight()         != baseHeight ||
+            faceBaseImage.getInternalFormat() != baseFormat )
+        {
+            return false;
+        }
+    }
+
+    return true;
+}
+
+void TextureD3D_Cube::bindTexImage(egl::Surface *surface)
+{
+    UNREACHABLE();
+}
+
+void TextureD3D_Cube::releaseTexImage()
+{
+    UNREACHABLE();
+}
+
+
+void TextureD3D_Cube::initMipmapsImages()
+{
+    // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+    int levelCount = mipLevels();
+    for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+    {
+        for (int level = 1; level < levelCount; level++)
+        {
+            int faceLevelSize = (std::max(mImageArray[faceIndex][0]->getWidth() >> level, 1));
+            redefineImage(faceIndex, level, mImageArray[faceIndex][0]->getInternalFormat(), faceLevelSize, faceLevelSize);
+        }
+    }
+}
+
+unsigned int TextureD3D_Cube::getRenderTargetSerial(const gl::ImageIndex &index)
+{
+    return (ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
+}
+
+gl::Error TextureD3D_Cube::getRenderTarget(const gl::ImageIndex &index, RenderTarget **outRT)
+{
+    ASSERT(gl::IsCubemapTextureTarget(index.type));
+
+    // ensure the underlying texture is created
+    gl::Error error = ensureRenderTarget();
+    if (error.isError())
+    {
+        return error;
+    }
+
+    error = updateStorageFaceLevel(index.layerIndex, index.mipIndex);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    return mTexStorage->getRenderTarget(index, outRT);
+}
+
+gl::Error TextureD3D_Cube::initializeStorage(bool renderTarget)
+{
+    // Only initialize the first time this texture is used as a render target or shader resource
+    if (mTexStorage)
+    {
+        return gl::Error(GL_NO_ERROR);
+    }
+
+    // do not attempt to create storage for nonexistant data
+    if (!isFaceLevelComplete(0, 0))
+    {
+        return gl::Error(GL_NO_ERROR);
+    }
+
+    bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+    TextureStorage *storage = NULL;
+    gl::Error error = createCompleteStorage(createRenderTarget, &storage);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    error = setCompleteTexStorage(storage);
+    if (error.isError())
+    {
+        SafeDelete(storage);
+        return error;
+    }
+
+    ASSERT(mTexStorage);
+
+    // flush image data to the storage
+    error = updateStorage();
+    if (error.isError())
+    {
+        return error;
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::createCompleteStorage(bool renderTarget, TextureStorage **outTexStorage) const
+{
+    GLsizei size = getBaseLevelWidth();
+
+    ASSERT(size > 0);
+
+    // use existing storage level count, when previously specified by TexStorage*D
+    GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(size, size, 1));
+
+    // TODO (geofflang): detect if storage creation succeeded
+    *outTexStorage = mRenderer->createTextureStorageCube(getBaseLevelInternalFormat(), renderTarget, size, levels);
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+{
+    if (newCompleteTexStorage && newCompleteTexStorage->isManaged())
+    {
+        for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+        {
+            for (int level = 0; level < newCompleteTexStorage->getLevelCount(); level++)
+            {
+                gl::Error error = mImageArray[faceIndex][level]->setManagedSurfaceCube(newCompleteTexStorage, faceIndex, level);
+                if (error.isError())
+                {
+                    return error;
+                }
+            }
+        }
+    }
+
+    SafeDelete(mTexStorage);
+    mTexStorage = newCompleteTexStorage;
+
+    mDirtyImages = true;
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_Cube::updateStorage()
+{
+    ASSERT(mTexStorage != NULL);
+    GLint storageLevels = mTexStorage->getLevelCount();
+    for (int face = 0; face < 6; face++)
+    {
+        for (int level = 0; level < storageLevels; level++)
+        {
+            if (mImageArray[face][level]->isDirty() && isFaceLevelComplete(face, level))
+            {
+                gl::Error error = updateStorageFaceLevel(face, level);
+                if (error.isError())
+                {
+                    return error;
+                }
+            }
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D_Cube::isValidFaceLevel(int faceIndex, int level) const
+{
+    return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_Cube::isFaceLevelComplete(int faceIndex, int level) const
+{
+    ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
+
+    if (isImmutable())
+    {
+        return true;
+    }
+
+    int baseSize = getBaseLevelWidth();
+
+    if (baseSize <= 0)
+    {
+        return false;
+    }
+
+    // "isCubeComplete" checks for base level completeness and we must call that
+    // to determine if any face at level 0 is complete. We omit that check here
+    // to avoid re-checking cube-completeness for every face at level 0.
+    if (level == 0)
+    {
+        return true;
+    }
+
+    // Check that non-zero levels are consistent with the base level.
+    const ImageD3D *faceLevelImage = mImageArray[faceIndex][level];
+
+    if (faceLevelImage->getInternalFormat() != getBaseLevelInternalFormat())
+    {
+        return false;
+    }
+
+    if (faceLevelImage->getWidth() != std::max(1, baseSize >> level))
+    {
+        return false;
+    }
+
+    return true;
+}
+
+bool TextureD3D_Cube::isImageComplete(const gl::ImageIndex &index) const
+{
+    return isFaceLevelComplete(index.layerIndex, index.mipIndex);
+}
+
+gl::Error TextureD3D_Cube::updateStorageFaceLevel(int faceIndex, int level)
+{
+    ASSERT(level >= 0 && faceIndex < 6 && level < (int)ArraySize(mImageArray[faceIndex]) && mImageArray[faceIndex][level] != NULL);
+    ImageD3D *image = mImageArray[faceIndex][level];
+
+    if (image->isDirty())
+    {
+        GLenum faceTarget = gl::TextureCubeMap::layerIndexToTarget(faceIndex);
+        gl::ImageIndex index = gl::ImageIndex::MakeCube(faceTarget, level);
+        gl::Box region(0, 0, 0, image->getWidth(), image->getHeight(), 1);
+        gl::Error error = commitRegion(index, region);
+        if (error.isError())
+        {
+            return error;
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_Cube::redefineImage(int faceIndex, GLint level, GLenum internalformat, GLsizei width, GLsizei height)
+{
+    // If there currently is a corresponding storage texture image, it has these parameters
+    const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+    const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+    const GLenum storageFormat = getBaseLevelInternalFormat();
+
+    mImageArray[faceIndex][level]->redefine(mRenderer, GL_TEXTURE_CUBE_MAP, internalformat, width, height, 1, false);
+
+    if (mTexStorage)
+    {
+        const int storageLevels = mTexStorage->getLevelCount();
+
+        if ((level >= storageLevels && storageLevels != 0) ||
+            width != storageWidth ||
+            height != storageHeight ||
+            internalformat != storageFormat)   // Discard mismatched storage
+        {
+            for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+            {
+                for (int faceIndex = 0; faceIndex < 6; faceIndex++)
+                {
+                    mImageArray[faceIndex][level]->markDirty();
+                }
+            }
+
+            SafeDelete(mTexStorage);
+
+            mDirtyImages = true;
+        }
+    }
+}
+
+gl::ImageIndexIterator TextureD3D_Cube::imageIterator() const
+{
+    return gl::ImageIndexIterator::MakeCube(0, mTexStorage->getLevelCount());
+}
+
+gl::ImageIndex TextureD3D_Cube::getImageIndex(GLint mip, GLint layer) const
+{
+    // The "layer" of the image index corresponds to the cube face
+    return gl::ImageIndex::MakeCube(gl::TextureCubeMap::layerIndexToTarget(layer), mip);
+}
+
+bool TextureD3D_Cube::isValidIndex(const gl::ImageIndex &index) const
+{
+    return (mTexStorage && gl::IsCubemapTextureTarget(index.type) &&
+            index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
+}
+
+TextureD3D_3D::TextureD3D_3D(RendererD3D *renderer)
+    : TextureD3D(renderer)
+{
+    for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+    {
+        mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
+    }
+}
+
+TextureD3D_3D::~TextureD3D_3D()
+{
+    // Delete the Images before the TextureStorage.
+    // Images might be relying on the TextureStorage for some of their data.
+    // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
+    for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+    {
+        delete mImageArray[i];
+    }
+
+    SafeDelete(mTexStorage);
+}
+
+Image *TextureD3D_3D::getImage(int level, int layer) const
+{
+    ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    ASSERT(layer == 0);
+    return mImageArray[level];
+}
+
+Image *TextureD3D_3D::getImage(const gl::ImageIndex &index) const
+{
+    ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    ASSERT(!index.hasLayer());
+    ASSERT(index.type == GL_TEXTURE_3D);
+    return mImageArray[index.mipIndex];
+}
+
+GLsizei TextureD3D_3D::getLayerCount(int level) const
+{
+    ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    return 1;
+}
+
+GLsizei TextureD3D_3D::getWidth(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getWidth();
+    else
+        return 0;
+}
+
+GLsizei TextureD3D_3D::getHeight(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getHeight();
+    else
+        return 0;
+}
+
+GLsizei TextureD3D_3D::getDepth(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getDepth();
+    else
+        return 0;
+}
+
+GLenum TextureD3D_3D::getInternalFormat(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getInternalFormat();
+    else
+        return GL_NONE;
+}
+
+bool TextureD3D_3D::isDepth(GLint level) const
+{
+    return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+gl::Error TextureD3D_3D::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth,
+                                  GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack,
+                                  const void *pixels)
+{
+    ASSERT(target == GL_TEXTURE_3D);
+    GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+
+    redefineImage(level, sizedInternalFormat, width, height, depth);
+
+    bool fastUnpacked = false;
+
+    gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+
+    // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+    if (isFastUnpackable(unpack, sizedInternalFormat))
+    {
+        // Will try to create RT storage if it does not exist
+        RenderTarget *destRenderTarget = NULL;
+        gl::Error error = getRenderTarget(index, &destRenderTarget);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
+
+        error = fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        // Ensure we don't overwrite our newly initialized data
+        mImageArray[level]->markClean();
+
+        fastUnpacked = true;
+    }
+
+    if (!fastUnpacked)
+    {
+        gl::Error error = TextureD3D::setImage(unpack, type, pixels, index);
+        if (error.isError())
+        {
+            return error;
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::setCompressedImage(GLenum target, GLint level, GLenum format,
+                                            GLsizei width, GLsizei height,GLsizei depth,
+                                            GLsizei imageSize, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    ASSERT(target == GL_TEXTURE_3D);
+
+    // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+    redefineImage(level, format, width, height, depth);
+
+    return TextureD3D::setCompressedImage(unpack, imageSize, pixels, mImageArray[level]);
+}
+
+gl::Error TextureD3D_3D::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+                                  GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type,
+                                  const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    ASSERT(target == GL_TEXTURE_3D);
+
+    bool fastUnpacked = false;
+
+    gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+
+    // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+    if (isFastUnpackable(unpack, getInternalFormat(level)))
+    {
+        RenderTarget *destRenderTarget = NULL;
+        gl::Error error = getRenderTarget(index, &destRenderTarget);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        gl::Box destArea(xoffset, yoffset, zoffset, width, height, depth);
+        error = fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, destRenderTarget);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        // Ensure we don't overwrite our newly initialized data
+        mImageArray[level]->markClean();
+
+        fastUnpacked = true;
+    }
+
+    if (!fastUnpacked)
+    {
+        return TextureD3D::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type,
+                                    unpack, pixels, index);
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+                                            GLsizei width, GLsizei height, GLsizei depth, GLenum format,
+                                            GLsizei imageSize, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    ASSERT(target == GL_TEXTURE_3D);
+
+    gl::Error error = TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth,
+                                                     format, imageSize, unpack, pixels, mImageArray[level]);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+    gl::Box region(xoffset, yoffset, zoffset, width, height, depth);
+    return commitRegion(index, region);
+}
+
+gl::Error TextureD3D_3D::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y,
+                                   GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+    UNIMPLEMENTED();
+    return gl::Error(GL_INVALID_OPERATION, "Copying 3D textures is unimplemented.");
+}
+
+gl::Error TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+                                      GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+    ASSERT(target == GL_TEXTURE_3D);
+
+    gl::Rectangle sourceRect(x, y, width, height);
+    gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+
+    if (canCreateRenderTargetForImage(index))
+    {
+        gl::Error error = mImageArray[level]->copy(xoffset, yoffset, zoffset, sourceRect, source);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        mDirtyImages = true;
+    }
+    else
+    {
+        gl::Error error = ensureRenderTarget();
+        if (error.isError())
+        {
+            return error;
+        }
+
+        if (isValidLevel(level))
+        {
+            error = updateStorageLevel(level);
+            if (error.isError())
+            {
+                return error;
+            }
+
+            error = mRenderer->copyImage3D(source, sourceRect,
+                                           gl::GetInternalFormatInfo(getBaseLevelInternalFormat()).format,
+                                           xoffset, yoffset, zoffset, mTexStorage, level);
+            if (error.isError())
+            {
+                return error;
+            }
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+    ASSERT(target == GL_TEXTURE_3D);
+
+    for (int level = 0; level < levels; level++)
+    {
+        GLsizei levelWidth = std::max(1, width >> level);
+        GLsizei levelHeight = std::max(1, height >> level);
+        GLsizei levelDepth = std::max(1, depth >> level);
+        mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, levelWidth, levelHeight, levelDepth, true);
+    }
+
+    for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+    {
+        mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, GL_NONE, 0, 0, 0, true);
+    }
+
+    // TODO(geofflang): Verify storage creation had no errors
+    bool renderTarget = IsRenderTargetUsage(mUsage);
+    TextureStorage *storage = mRenderer->createTextureStorage3D(internalformat, renderTarget, width, height, depth, levels);
+
+    gl::Error error = setCompleteTexStorage(storage);
+    if (error.isError())
+    {
+        SafeDelete(storage);
+        return error;
+    }
+
+    mImmutable = true;
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_3D::bindTexImage(egl::Surface *surface)
+{
+    UNREACHABLE();
+}
+
+void TextureD3D_3D::releaseTexImage()
+{
+    UNREACHABLE();
+}
+
+
+void TextureD3D_3D::initMipmapsImages()
+{
+    // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+    int levelCount = mipLevels();
+    for (int level = 1; level < levelCount; level++)
+    {
+        redefineImage(level, getBaseLevelInternalFormat(),
+                      std::max(getBaseLevelWidth() >> level, 1),
+                      std::max(getBaseLevelHeight() >> level, 1),
+                      std::max(getBaseLevelDepth() >> level, 1));
+    }
+}
+
+unsigned int TextureD3D_3D::getRenderTargetSerial(const gl::ImageIndex &index)
+{
+    return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
+}
+
+gl::Error TextureD3D_3D::getRenderTarget(const gl::ImageIndex &index, RenderTarget **outRT)
+{
+    // ensure the underlying texture is created
+    gl::Error error = ensureRenderTarget();
+    if (error.isError())
+    {
+        return error;
+    }
+
+    if (index.hasLayer())
+    {
+        error = updateStorage();
+        if (error.isError())
+        {
+            return error;
+        }
+    }
+    else
+    {
+        error = updateStorageLevel(index.mipIndex);
+        if (error.isError())
+        {
+            return error;
+        }
+    }
+
+    return mTexStorage->getRenderTarget(index, outRT);
+}
+
+gl::Error TextureD3D_3D::initializeStorage(bool renderTarget)
+{
+    // Only initialize the first time this texture is used as a render target or shader resource
+    if (mTexStorage)
+    {
+        return gl::Error(GL_NO_ERROR);
+    }
+
+    // do not attempt to create storage for nonexistant data
+    if (!isLevelComplete(0))
+    {
+        return gl::Error(GL_NO_ERROR);
+    }
+
+    bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+
+    TextureStorage *storage = NULL;
+    gl::Error error = createCompleteStorage(createRenderTarget, &storage);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    error = setCompleteTexStorage(storage);
+    if (error.isError())
+    {
+        SafeDelete(storage);
+        return error;
+    }
+
+    ASSERT(mTexStorage);
+
+    // flush image data to the storage
+    error = updateStorage();
+    if (error.isError())
+    {
+        return error;
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const
+{
+    GLsizei width = getBaseLevelWidth();
+    GLsizei height = getBaseLevelHeight();
+    GLsizei depth = getBaseLevelDepth();
+    GLenum internalFormat = getBaseLevelInternalFormat();
+
+    ASSERT(width > 0 && height > 0 && depth > 0);
+
+    // use existing storage level count, when previously specified by TexStorage*D
+    GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, depth));
+
+    // TODO: Verify creation of the storage succeeded
+    *outStorage = mRenderer->createTextureStorage3D(internalFormat, renderTarget, width, height, depth, levels);
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+{
+    SafeDelete(mTexStorage);
+    mTexStorage = newCompleteTexStorage;
+    mDirtyImages = true;
+
+    // We do not support managed 3D storage, as that is D3D9/ES2-only
+    ASSERT(!mTexStorage->isManaged());
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_3D::updateStorage()
+{
+    ASSERT(mTexStorage != NULL);
+    GLint storageLevels = mTexStorage->getLevelCount();
+    for (int level = 0; level < storageLevels; level++)
+    {
+        if (mImageArray[level]->isDirty() && isLevelComplete(level))
+        {
+            gl::Error error = updateStorageLevel(level);
+            if (error.isError())
+            {
+                return error;
+            }
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D_3D::isValidLevel(int level) const
+{
+    return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_3D::isLevelComplete(int level) const
+{
+    ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+
+    if (isImmutable())
+    {
+        return true;
+    }
+
+    GLsizei width = getBaseLevelWidth();
+    GLsizei height = getBaseLevelHeight();
+    GLsizei depth = getBaseLevelDepth();
+
+    if (width <= 0 || height <= 0 || depth <= 0)
+    {
+        return false;
+    }
+
+    if (level == 0)
+    {
+        return true;
+    }
+
+    ImageD3D *levelImage = mImageArray[level];
+
+    if (levelImage->getInternalFormat() != getBaseLevelInternalFormat())
+    {
+        return false;
+    }
+
+    if (levelImage->getWidth() != std::max(1, width >> level))
+    {
+        return false;
+    }
+
+    if (levelImage->getHeight() != std::max(1, height >> level))
+    {
+        return false;
+    }
+
+    if (levelImage->getDepth() != std::max(1, depth >> level))
+    {
+        return false;
+    }
+
+    return true;
+}
+
+bool TextureD3D_3D::isImageComplete(const gl::ImageIndex &index) const
+{
+    return isLevelComplete(index.mipIndex);
+}
+
+gl::Error TextureD3D_3D::updateStorageLevel(int level)
+{
+    ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+    ASSERT(isLevelComplete(level));
+
+    if (mImageArray[level]->isDirty())
+    {
+        gl::ImageIndex index = gl::ImageIndex::Make3D(level);
+        gl::Box region(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
+        gl::Error error = commitRegion(index, region);
+        if (error.isError())
+        {
+            return error;
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_3D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+    // If there currently is a corresponding storage texture image, it has these parameters
+    const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+    const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+    const int storageDepth = std::max(1, getBaseLevelDepth() >> level);
+    const GLenum storageFormat = getBaseLevelInternalFormat();
+
+    mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, width, height, depth, false);
+
+    if (mTexStorage)
+    {
+        const int storageLevels = mTexStorage->getLevelCount();
+
+        if ((level >= storageLevels && storageLevels != 0) ||
+            width != storageWidth ||
+            height != storageHeight ||
+            depth != storageDepth ||
+            internalformat != storageFormat)   // Discard mismatched storage
+        {
+            for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+            {
+                mImageArray[i]->markDirty();
+            }
+
+            SafeDelete(mTexStorage);
+            mDirtyImages = true;
+        }
+    }
+}
+
+gl::ImageIndexIterator TextureD3D_3D::imageIterator() const
+{
+    return gl::ImageIndexIterator::Make3D(0, mTexStorage->getLevelCount(),
+                                          gl::ImageIndex::ENTIRE_LEVEL, gl::ImageIndex::ENTIRE_LEVEL);
+}
+
+gl::ImageIndex TextureD3D_3D::getImageIndex(GLint mip, GLint /*layer*/) const
+{
+    // The "layer" here does not apply to 3D images. We use one Image per mip.
+    return gl::ImageIndex::Make3D(mip);
+}
+
+bool TextureD3D_3D::isValidIndex(const gl::ImageIndex &index) const
+{
+    return (mTexStorage && index.type == GL_TEXTURE_3D &&
+            index.mipIndex >= 0 && index.mipIndex < mTexStorage->getLevelCount());
+}
+
+TextureD3D_2DArray::TextureD3D_2DArray(RendererD3D *renderer)
+    : TextureD3D(renderer)
+{
+    for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+    {
+        mLayerCounts[level] = 0;
+        mImageArray[level] = NULL;
+    }
+}
+
+TextureD3D_2DArray::~TextureD3D_2DArray()
+{
+    // Delete the Images before the TextureStorage.
+    // Images might be relying on the TextureStorage for some of their data.
+    // If TextureStorage is deleted before the Images, then their data will be wastefully copied back from the GPU before we delete the Images.
+    deleteImages();
+    SafeDelete(mTexStorage);
+}
+
+Image *TextureD3D_2DArray::getImage(int level, int layer) const
+{
+    ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    ASSERT((layer == 0 && mLayerCounts[level] == 0) ||
+           layer < mLayerCounts[level]);
+    return (mImageArray[level] ? mImageArray[level][layer] : NULL);
+}
+
+Image *TextureD3D_2DArray::getImage(const gl::ImageIndex &index) const
+{
+    ASSERT(index.mipIndex < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    ASSERT((index.layerIndex == 0 && mLayerCounts[index.mipIndex] == 0) ||
+           index.layerIndex < mLayerCounts[index.mipIndex]);
+    ASSERT(index.type == GL_TEXTURE_2D_ARRAY);
+    return (mImageArray[index.mipIndex] ? mImageArray[index.mipIndex][index.layerIndex] : NULL);
+}
+
+GLsizei TextureD3D_2DArray::getLayerCount(int level) const
+{
+    ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    return mLayerCounts[level];
+}
+
+GLsizei TextureD3D_2DArray::getWidth(GLint level) const
+{
+    return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getWidth() : 0;
+}
+
+GLsizei TextureD3D_2DArray::getHeight(GLint level) const
+{
+    return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getHeight() : 0;
+}
+
+GLenum TextureD3D_2DArray::getInternalFormat(GLint level) const
+{
+    return (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS && mLayerCounts[level] > 0) ? mImageArray[level][0]->getInternalFormat() : GL_NONE;
+}
+
+bool TextureD3D_2DArray::isDepth(GLint level) const
+{
+    return gl::GetInternalFormatInfo(getInternalFormat(level)).depthBits > 0;
+}
+
+gl::Error TextureD3D_2DArray::setImage(GLenum target, GLint level, GLsizei width, GLsizei height, GLsizei depth,
+                                       GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack,
+                                       const void *pixels)
+{
+    ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+    GLenum sizedInternalFormat = gl::GetSizedInternalFormat(internalFormat, type);
+
+    redefineImage(level, sizedInternalFormat, width, height, depth);
+
+    const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(sizedInternalFormat);
+    GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, width, height, unpack.alignment);
+
+    for (int i = 0; i < depth; i++)
+    {
+        const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
+        gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, i);
+        gl::Error error = TextureD3D::setImage(unpack, type, layerPixels, index);
+        if (error.isError())
+        {
+            return error;
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::setCompressedImage(GLenum target, GLint level, GLenum format,
+                                                 GLsizei width, GLsizei height, GLsizei depth,
+                                                 GLsizei imageSize, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+    // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+    redefineImage(level, format, width, height, depth);
+
+    const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format);
+    GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, width, height, 1);
+
+    for (int i = 0; i < depth; i++)
+    {
+        const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
+        gl::Error error = TextureD3D::setCompressedImage(unpack, imageSize, layerPixels, mImageArray[level][i]);
+        if (error.isError())
+        {
+            return error;
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::subImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+                                       GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type,
+                                       const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+    const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(getInternalFormat(level));
+    GLsizei inputDepthPitch = formatInfo.computeDepthPitch(type, width, height, unpack.alignment);
+
+    for (int i = 0; i < depth; i++)
+    {
+        int layer = zoffset + i;
+        const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
+
+        gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
+        gl::Error error = TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type,
+                                               unpack, layerPixels, index);
+        if (error.isError())
+        {
+            return error;
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::subImageCompressed(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset,
+                                                 GLsizei width, GLsizei height, GLsizei depth, GLenum format,
+                                                 GLsizei imageSize, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+    const gl::InternalFormat &formatInfo = gl::GetInternalFormatInfo(format);
+    GLsizei inputDepthPitch = formatInfo.computeDepthPitch(GL_UNSIGNED_BYTE, width, height, 1);
+
+    for (int i = 0; i < depth; i++)
+    {
+        int layer = zoffset + i;
+        const void *layerPixels = pixels ? (reinterpret_cast<const unsigned char*>(pixels) + (inputDepthPitch * i)) : NULL;
+
+        gl::Error error = TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, 1, format, imageSize, unpack, layerPixels, mImageArray[level][layer]);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
+        gl::Box region(xoffset, yoffset, 0, width, height, 1);
+        error = commitRegion(index, region);
+        if (error.isError())
+        {
+            return error;
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::copyImage(GLenum target, GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+    UNIMPLEMENTED();
+    return gl::Error(GL_INVALID_OPERATION, "Copying 2D array textures is unimplemented.");
+}
+
+gl::Error TextureD3D_2DArray::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+    ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+    gl::Rectangle sourceRect(x, y, width, height);
+    gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, zoffset);
+
+    if (canCreateRenderTargetForImage(index))
+    {
+        gl::Error error = mImageArray[level][zoffset]->copy(xoffset, yoffset, 0, sourceRect, source);
+        if (error.isError())
+        {
+            return error;
+        }
+
+        mDirtyImages = true;
+    }
+    else
+    {
+        gl::Error error = ensureRenderTarget();
+        if (error.isError())
+        {
+            return error;
+        }
+
+        if (isValidLevel(level))
+        {
+            error = updateStorageLevel(level);
+            if (error.isError())
+            {
+                return error;
+            }
+
+            error = mRenderer->copyImage2DArray(source, sourceRect, gl::GetInternalFormatInfo(getInternalFormat(0)).format,
+                                                xoffset, yoffset, zoffset, mTexStorage, level);
+            if (error.isError())
+            {
+                return error;
+            }
+        }
+    }
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::storage(GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+    ASSERT(target == GL_TEXTURE_2D_ARRAY);
+
+    deleteImages();
+
+    for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+    {
+        GLsizei levelWidth = std::max(1, width >> level);
+        GLsizei levelHeight = std::max(1, height >> level);
+
+        mLayerCounts[level] = (level < levels ? depth : 0);
+
+        if (mLayerCounts[level] > 0)
+        {
+            // Create new images for this level
+            mImageArray[level] = new ImageD3D*[mLayerCounts[level]];
+
+            for (int layer = 0; layer < mLayerCounts[level]; layer++)
+            {
+                mImageArray[level][layer] = ImageD3D::makeImageD3D(mRenderer->createImage());
+                mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, levelWidth,
+                                                    levelHeight, 1, true);
+            }
+        }
+    }
+
+    // TODO(geofflang): Verify storage creation had no errors
+    bool renderTarget = IsRenderTargetUsage(mUsage);
+    TextureStorage *storage = mRenderer->createTextureStorage2DArray(internalformat, renderTarget, width, height, depth, levels);
+
+    gl::Error error = setCompleteTexStorage(storage);
+    if (error.isError())
+    {
+        SafeDelete(storage);
+        return error;
+    }
+
+    mImmutable = true;
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_2DArray::bindTexImage(egl::Surface *surface)
+{
+    UNREACHABLE();
+}
+
+void TextureD3D_2DArray::releaseTexImage()
+{
+    UNREACHABLE();
+}
+
+
+void TextureD3D_2DArray::initMipmapsImages()
+{
+    int baseWidth = getBaseLevelWidth();
+    int baseHeight = getBaseLevelHeight();
+    int baseDepth = getLayerCount(0);
+    GLenum baseFormat = getBaseLevelInternalFormat();
+
+    // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+    int levelCount = mipLevels();
+    for (int level = 1; level < levelCount; level++)
+    {
+        redefineImage(level, baseFormat, std::max(baseWidth >> level, 1), std::max(baseHeight >> level, 1), baseDepth);
+    }
+}
+
+unsigned int TextureD3D_2DArray::getRenderTargetSerial(const gl::ImageIndex &index)
+{
+    return (!ensureRenderTarget().isError() ? mTexStorage->getRenderTargetSerial(index) : 0);
+}
+
+gl::Error TextureD3D_2DArray::getRenderTarget(const gl::ImageIndex &index, RenderTarget **outRT)
+{
+    // ensure the underlying texture is created
+    gl::Error error = ensureRenderTarget();
+    if (error.isError())
+    {
+        return error;
+    }
+
+    error = updateStorageLevel(index.mipIndex);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    return mTexStorage->getRenderTarget(index, outRT);
+}
+
+gl::Error TextureD3D_2DArray::initializeStorage(bool renderTarget)
+{
+    // Only initialize the first time this texture is used as a render target or shader resource
+    if (mTexStorage)
+    {
+        return gl::Error(GL_NO_ERROR);
+    }
+
+    // do not attempt to create storage for nonexistant data
+    if (!isLevelComplete(0))
+    {
+        return gl::Error(GL_NO_ERROR);
+    }
+
+    bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+
+    TextureStorage *storage = NULL;
+    gl::Error error = createCompleteStorage(createRenderTarget, &storage);
+    if (error.isError())
+    {
+        return error;
+    }
+
+    error = setCompleteTexStorage(storage);
+    if (error.isError())
+    {
+        SafeDelete(storage);
+        return error;
+    }
+
+    ASSERT(mTexStorage);
+
+    // flush image data to the storage
+    error = updateStorage();
+    if (error.isError())
+    {
+        return error;
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::createCompleteStorage(bool renderTarget, TextureStorage **outStorage) const
+{
+    GLsizei width = getBaseLevelWidth();
+    GLsizei height = getBaseLevelHeight();
+    GLsizei depth = getLayerCount(0);
+    GLenum internalFormat = getBaseLevelInternalFormat();
+
+    ASSERT(width > 0 && height > 0 && depth > 0);
+
+    // use existing storage level count, when previously specified by TexStorage*D
+    GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
+
+    // TODO(geofflang): Verify storage creation succeeds
+    *outStorage = mRenderer->createTextureStorage2DArray(internalFormat, renderTarget, width, height, depth, levels);
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::setCompleteTexStorage(TextureStorage *newCompleteTexStorage)
+{
+    SafeDelete(mTexStorage);
+    mTexStorage = newCompleteTexStorage;
+    mDirtyImages = true;
+
+    // We do not support managed 2D array storage, as managed storage is ES2/D3D9 only
+    ASSERT(!mTexStorage->isManaged());
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+gl::Error TextureD3D_2DArray::updateStorage()
+{
+    ASSERT(mTexStorage != NULL);
+    GLint storageLevels = mTexStorage->getLevelCount();
+    for (int level = 0; level < storageLevels; level++)
+    {
+        if (isLevelComplete(level))
+        {
+            gl::Error error = updateStorageLevel(level);
+            if (error.isError())
+            {
+                return error;
+            }
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+bool TextureD3D_2DArray::isValidLevel(int level) const
+{
+    return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_2DArray::isLevelComplete(int level) const
+{
+    ASSERT(level >= 0 && level < (int)ArraySize(mImageArray));
+
+    if (isImmutable())
+    {
+        return true;
+    }
+
+    GLsizei width = getBaseLevelWidth();
+    GLsizei height = getBaseLevelHeight();
+    GLsizei layers = getLayerCount(0);
+
+    if (width <= 0 || height <= 0 || layers <= 0)
+    {
+        return false;
+    }
+
+    if (level == 0)
+    {
+        return true;
+    }
+
+    if (getInternalFormat(level) != getInternalFormat(0))
+    {
+        return false;
+    }
+
+    if (getWidth(level) != std::max(1, width >> level))
+    {
+        return false;
+    }
+
+    if (getHeight(level) != std::max(1, height >> level))
+    {
+        return false;
+    }
+
+    if (getLayerCount(level) != layers)
+    {
+        return false;
+    }
+
+    return true;
+}
+
+bool TextureD3D_2DArray::isImageComplete(const gl::ImageIndex &index) const
+{
+    return isLevelComplete(index.mipIndex);
+}
+
+gl::Error TextureD3D_2DArray::updateStorageLevel(int level)
+{
+    ASSERT(level >= 0 && level < (int)ArraySize(mLayerCounts));
+    ASSERT(isLevelComplete(level));
+
+    for (int layer = 0; layer < mLayerCounts[level]; layer++)
+    {
+        ASSERT(mImageArray[level] != NULL && mImageArray[level][layer] != NULL);
+        if (mImageArray[level][layer]->isDirty())
+        {
+            gl::ImageIndex index = gl::ImageIndex::Make2DArray(level, layer);
+            gl::Box region(0, 0, 0, getWidth(level), getHeight(level), 1);
+            gl::Error error = commitRegion(index, region);
+            if (error.isError())
+            {
+                return error;
+            }
+        }
+    }
+
+    return gl::Error(GL_NO_ERROR);
+}
+
+void TextureD3D_2DArray::deleteImages()
+{
+    for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++level)
+    {
+        for (int layer = 0; layer < mLayerCounts[level]; ++layer)
+        {
+            delete mImageArray[level][layer];
+        }
+        delete[] mImageArray[level];
+        mImageArray[level] = NULL;
+        mLayerCounts[level] = 0;
+    }
+}
+
+void TextureD3D_2DArray::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+    // If there currently is a corresponding storage texture image, it has these parameters
+    const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+    const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+    const int storageDepth = getLayerCount(0);
+    const GLenum storageFormat = getBaseLevelInternalFormat();
+
+    for (int layer = 0; layer < mLayerCounts[level]; layer++)
+    {
+        delete mImageArray[level][layer];
+    }
+    delete[] mImageArray[level];
+    mImageArray[level] = NULL;
+    mLayerCounts[level] = depth;
+
+    if (depth > 0)
+    {
+        mImageArray[level] = new ImageD3D*[depth]();
+
+        for (int layer = 0; layer < mLayerCounts[level]; layer++)
+        {
+            mImageArray[level][layer] = ImageD3D::makeImageD3D(mRenderer->createImage());
+            mImageArray[level][layer]->redefine(mRenderer, GL_TEXTURE_2D_ARRAY, internalformat, width, height, 1, false);
+        }
+    }
+
+    if (mTexStorage)
+    {
+        const int storageLevels = mTexStorage->getLevelCount();
+
+        if ((level >= storageLevels && storageLevels != 0) ||
+            width != storageWidth ||
+            height != storageHeight ||
+            depth != storageDepth ||
+            internalformat != storageFormat)   // Discard mismatched storage
+        {
+            for (int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+            {
+                for (int layer = 0; layer < mLayerCounts[level]; layer++)
+                {
+                    mImageArray[level][layer]->markDirty();
+                }
+            }
+
+            delete mTexStorage;
+            mTexStorage = NULL;
+            mDirtyImages = true;
+        }
+    }
+}
+
+gl::ImageIndexIterator TextureD3D_2DArray::imageIterator() const
+{
+    return gl::ImageIndexIterator::Make2DArray(0, mTexStorage->getLevelCount(), mLayerCounts);
+}
+
+gl::ImageIndex TextureD3D_2DArray::getImageIndex(GLint mip, GLint layer) const
+{
+    return gl::ImageIndex::Make2DArray(mip, layer);
+}
+
+bool TextureD3D_2DArray::isValidIndex(const gl::ImageIndex &index) const
+{
+    // Check for having a storage and the right type of index
+    if (!mTexStorage || index.type != GL_TEXTURE_2D_ARRAY)
+    {
+        return false;
+    }
+
+    // Check the mip index
+    if (index.mipIndex < 0 || index.mipIndex >= mTexStorage->getLevelCount())
+    {
+        return false;
+    }
+
+    // Check the layer index
+    return (!index.hasLayer() || (index.layerIndex >= 0 && index.layerIndex < mLayerCounts[index.mipIndex]));
+}
+
+}