Refactored Texture2D, separated out D3D logic

BUG=angle:688
Change-Id: I93c2ff0b125278234d61324844b79cc58135d4d8
Reviewed-on: https://chromium-review.googlesource.com/207675
Reviewed-by: Shannon Woods <shannonwoods@chromium.org>
Tested-by: Brandon Jones <bajones@chromium.org>
diff --git a/src/libGLESv2/renderer/d3d/TextureD3D.cpp b/src/libGLESv2/renderer/d3d/TextureD3D.cpp
new file mode 100644
index 0000000..e105df6
--- /dev/null
+++ b/src/libGLESv2/renderer/d3d/TextureD3D.cpp
@@ -0,0 +1,818 @@
+#include "precompiled.h"
+//
+// Copyright 2014 The ANGLE Project Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+//
+
+// TextureD3D.cpp: Implementations of the Texture interfaces shared betweeen the D3D backends.
+
+#include "common/mathutil.h"
+#include "libEGL/Surface.h"
+#include "libGLESv2/Buffer.h"
+#include "libGLESv2/Framebuffer.h"
+#include "libGLESv2/main.h"
+#include "libGLESv2/formatutils.h"
+#include "libGLESv2/renderer/BufferImpl.h"
+#include "libGLESv2/renderer/RenderTarget.h"
+#include "libGLESv2/renderer/Renderer.h"
+#include "libGLESv2/renderer/d3d/ImageD3D.h"
+#include "libGLESv2/renderer/d3d/TextureD3D.h"
+#include "libGLESv2/renderer/d3d/TextureStorage.h"
+
+namespace rx
+{
+
+bool IsMipmapFiltered(const gl::SamplerState &samplerState)
+{
+    switch (samplerState.minFilter)
+    {
+      case GL_NEAREST:
+      case GL_LINEAR:
+        return false;
+      case GL_NEAREST_MIPMAP_NEAREST:
+      case GL_LINEAR_MIPMAP_NEAREST:
+      case GL_NEAREST_MIPMAP_LINEAR:
+      case GL_LINEAR_MIPMAP_LINEAR:
+        return true;
+      default: UNREACHABLE();
+        return false;
+    }
+}
+
+bool IsRenderTargetUsage(GLenum usage)
+{
+    return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+}
+
+TextureD3D::TextureD3D(rx::Renderer *renderer)
+    : mRenderer(renderer),
+      mUsage(GL_NONE),
+      mDirtyImages(true),
+      mImmutable(false)
+{
+}
+
+TextureD3D::~TextureD3D()
+{
+}
+
+GLint TextureD3D::getBaseLevelWidth() const
+{
+    const rx::Image *baseImage = getBaseLevelImage();
+    return (baseImage ? baseImage->getWidth() : 0);
+}
+
+GLint TextureD3D::getBaseLevelHeight() const
+{
+    const rx::Image *baseImage = getBaseLevelImage();
+    return (baseImage ? baseImage->getHeight() : 0);
+}
+
+GLint TextureD3D::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 TextureD3D::getBaseLevelInternalFormat() const
+{
+    const rx::Image *baseImage = getBaseLevelImage();
+    return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
+}
+
+void TextureD3D::setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, rx::Image *image)
+{
+    // No-op
+    if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
+    {
+        return;
+    }
+
+    // We no longer need the "GLenum format" parameter to TexImage to determine what data format "pixels" contains.
+    // From our image internal format we know how many channels to expect, and "type" gives the format of pixel's components.
+    const void *pixelData = pixels;
+
+    if (unpack.pixelBuffer.id() != 0)
+    {
+        // Do a CPU readback here, if we have an unpack buffer bound and the fast GPU path is not supported
+        gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
+        ptrdiff_t offset = reinterpret_cast<ptrdiff_t>(pixels);
+        // TODO: setImage/subImage is the only place outside of renderer that asks for a buffers raw data.
+        // This functionality should be moved into renderer and the getData method of BufferImpl removed.
+        const void *bufferData = pixelBuffer->getImplementation()->getData();
+        pixelData = static_cast<const unsigned char *>(bufferData) + offset;
+    }
+
+    if (pixelData != NULL)
+    {
+        image->loadData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), unpack.alignment, type, pixelData);
+        mDirtyImages = true;
+    }
+}
+
+bool TextureD3D::subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+                       GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, rx::Image *image)
+{
+    const void *pixelData = pixels;
+
+    // CPU readback & copy where direct GPU copy is not supported
+    if (unpack.pixelBuffer.id() != 0)
+    {
+        gl::Buffer *pixelBuffer = unpack.pixelBuffer.get();
+        unsigned int offset = reinterpret_cast<unsigned int>(pixels);
+        // TODO: setImage/subImage is the only place outside of renderer that asks for a buffers raw data.
+        // This functionality should be moved into renderer and the getData method of BufferImpl removed.
+        const void *bufferData = pixelBuffer->getImplementation()->getData();
+        pixelData = static_cast<const unsigned char *>(bufferData) + offset;
+    }
+
+    if (pixelData != NULL)
+    {
+        image->loadData(xoffset, yoffset, zoffset, width, height, depth, unpack.alignment, type, pixelData);
+        mDirtyImages = true;
+    }
+
+    return true;
+}
+
+void TextureD3D::setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image)
+{
+    if (pixels != NULL)
+    {
+        image->loadCompressedData(0, 0, 0, image->getWidth(), image->getHeight(), image->getDepth(), pixels);
+        mDirtyImages = true;
+    }
+}
+
+bool TextureD3D::subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
+                                 GLenum format, GLsizei imageSize, const void *pixels, rx::Image *image)
+{
+    if (pixels != NULL)
+    {
+        image->loadCompressedData(xoffset, yoffset, zoffset, width, height, depth, pixels);
+        mDirtyImages = true;
+    }
+
+    return true;
+}
+
+bool TextureD3D::isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat)
+{
+    return unpack.pixelBuffer.id() != 0 && mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat);
+}
+
+bool TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
+                               GLenum sizedInternalFormat, GLenum type, rx::RenderTarget *destRenderTarget)
+{
+    if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
+    {
+        return true;
+    }
+
+    // In order to perform the fast copy through the shader, we must have the right format, and be able
+    // to create a render target.
+    ASSERT(mRenderer->supportsFastCopyBufferToTexture(sizedInternalFormat));
+
+    unsigned int offset = reinterpret_cast<unsigned int>(pixels);
+
+    return mRenderer->fastCopyBufferToTexture(unpack, offset, destRenderTarget, sizedInternalFormat, type, destArea);
+}
+
+GLint TextureD3D::creationLevels(GLsizei width, GLsizei height, GLsizei depth) const
+{
+    if ((gl::isPow2(width) && gl::isPow2(height) && gl::isPow2(depth)) || mRenderer->getRendererExtensions().textureNPOT)
+    {
+        // Maximum number of levels
+        return gl::log2(std::max(std::max(width, height), depth)) + 1;
+    }
+    else
+    {
+        // OpenGL ES 2.0 without GL_OES_texture_npot does not permit NPOT mipmaps.
+        return 1;
+    }
+}
+
+int TextureD3D::mipLevels() const
+{
+    return gl::log2(std::max(std::max(getBaseLevelWidth(), getBaseLevelHeight()), getBaseLevelDepth())) + 1;
+}
+
+
+TextureD3D_2D::TextureD3D_2D(rx::Renderer *renderer)
+    : TextureD3D(renderer),
+      Texture2DImpl(),
+      mTexStorage(NULL)
+{
+    for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+    {
+        mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
+    }
+}
+
+TextureD3D_2D::~TextureD3D_2D()
+{
+    SafeDelete(mTexStorage);
+
+    for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+    {
+        delete mImageArray[i];
+    }
+}
+
+TextureD3D_2D *TextureD3D_2D::makeTextureD3D_2D(Texture2DImpl *texture)
+{
+    ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_2D*, texture));
+    return static_cast<TextureD3D_2D*>(texture);
+}
+
+TextureStorageInterface *TextureD3D_2D::getNativeTexture()
+{
+    // ensure the underlying texture is created
+    initializeStorage(false);
+
+    rx::TextureStorageInterface *storage = getBaseLevelStorage();
+    if (storage)
+    {
+        updateStorage();
+    }
+
+    return storage;
+}
+
+Image *TextureD3D_2D::getImage(int level) const
+{
+    ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    return mImageArray[level];
+}
+
+void TextureD3D_2D::setUsage(GLenum usage)
+{
+    mUsage = usage;
+}
+
+void TextureD3D_2D::resetDirty()
+{
+    mDirtyImages = false;
+}
+
+GLsizei TextureD3D_2D::getWidth(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getWidth();
+    else
+        return 0;
+}
+
+GLsizei TextureD3D_2D::getHeight(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getHeight();
+    else
+        return 0;
+}
+
+GLenum TextureD3D_2D::getInternalFormat(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getInternalFormat();
+    else
+        return GL_NONE;
+}
+
+GLenum TextureD3D_2D::getActualFormat(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getActualFormat();
+    else
+        return GL_NONE;
+}
+
+bool TextureD3D_2D::isDepth(GLint level) const
+{
+    return gl::GetDepthBits(getInternalFormat(level)) > 0;
+}
+
+void TextureD3D_2D::setImage(GLint level, GLsizei width, GLsizei height, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
+                                                                       : gl::GetSizedInternalFormat(format, type);
+    bool fastUnpacked = false;
+
+    // Attempt a fast gpu copy of the pixel data to the surface
+    if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
+    {
+        // Will try to create RT storage if it does not exist
+        rx::RenderTarget *destRenderTarget = getRenderTarget(level);
+        gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
+
+        if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
+        {
+            // Ensure we don't overwrite our newly initialized data
+            mImageArray[level]->markClean();
+
+            fastUnpacked = true;
+        }
+    }
+
+    if (!fastUnpacked)
+    {
+        TextureD3D::setImage(unpack, type, pixels, mImageArray[level]);
+    }
+}
+
+void TextureD3D_2D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei imageSize, const void *pixels)
+{
+    TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
+}
+
+void TextureD3D_2D::subImage(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    bool fastUnpacked = false;
+
+    if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
+    {
+        rx::RenderTarget *renderTarget = getRenderTarget(level);
+        gl::Box destArea(xoffset, yoffset, 0, width, height, 1);
+
+        if (renderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget))
+        {
+            // Ensure we don't overwrite our newly initialized data
+            mImageArray[level]->markClean();
+
+            fastUnpacked = true;
+        }
+    }
+
+    if (!fastUnpacked && TextureD3D::subImage(xoffset, yoffset, 0, width, height, 1, format, type, unpack, pixels, mImageArray[level]))
+    {
+        commitRect(level, xoffset, yoffset, width, height);
+    }
+}
+
+void TextureD3D_2D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *pixels)
+{
+    if (TextureD3D::subImageCompressed(xoffset, yoffset, 0, width, height, 1, format, imageSize, pixels, mImageArray[level]))
+    {
+        commitRect(level, xoffset, yoffset, width, height);
+    }
+}
+
+void TextureD3D_2D::copyImage(GLint level, GLenum format, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+    if (!mImageArray[level]->isRenderableFormat())
+    {
+        mImageArray[level]->copy(0, 0, 0, x, y, width, height, source);
+        mDirtyImages = true;
+    }
+    else
+    {
+        ensureRenderTarget();
+        mImageArray[level]->markClean();
+
+        if (width != 0 && height != 0 && isValidLevel(level))
+        {
+            gl::Rectangle sourceRect;
+            sourceRect.x = x;
+            sourceRect.width = width;
+            sourceRect.y = y;
+            sourceRect.height = height;
+
+            mRenderer->copyImage(source, sourceRect, format, 0, 0, mTexStorage, level);
+        }
+    }
+}
+
+void TextureD3D_2D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+    // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
+    // the current level we're copying to is defined (with appropriate format, width & height)
+    bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
+
+    if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
+    {
+        mImageArray[level]->copy(xoffset, yoffset, 0, x, y, width, height, source);
+        mDirtyImages = true;
+    }
+    else
+    {
+        ensureRenderTarget();
+
+        if (isValidLevel(level))
+        {
+            updateStorageLevel(level);
+
+            gl::Rectangle sourceRect;
+            sourceRect.x = x;
+            sourceRect.width = width;
+            sourceRect.y = y;
+            sourceRect.height = height;
+
+            mRenderer->copyImage(source, sourceRect,
+                                 gl::GetFormat(getBaseLevelInternalFormat()),
+                                 xoffset, yoffset, mTexStorage, level);
+        }
+    }
+}
+
+void TextureD3D_2D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height)
+{
+    for (int level = 0; level < levels; level++)
+    {
+        GLsizei levelWidth = std::max(1, width >> level);
+        GLsizei levelHeight = std::max(1, height >> level);
+        mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, levelWidth, levelHeight, 1, true);
+    }
+
+    for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+    {
+        mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
+    }
+
+    mImmutable = true;
+
+    setCompleteTexStorage(new rx::TextureStorageInterface2D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, levels));
+}
+
+// Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85.
+bool TextureD3D_2D::isSamplerComplete(const gl::SamplerState &samplerState) const
+{
+    GLsizei width = getBaseLevelWidth();
+    GLsizei height = getBaseLevelHeight();
+
+    if (width <= 0 || height <= 0)
+    {
+        return false;
+    }
+
+    if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0)).filtering)
+    {
+        if (samplerState.magFilter != GL_NEAREST ||
+            (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
+        {
+            return false;
+        }
+    }
+
+    // TODO(geofflang): use context's extensions
+    bool npotSupport = mRenderer->getRendererExtensions().textureNPOT;
+
+    if (!npotSupport)
+    {
+        if ((samplerState.wrapS != GL_CLAMP_TO_EDGE && !gl::isPow2(width)) ||
+            (samplerState.wrapT != GL_CLAMP_TO_EDGE && !gl::isPow2(height)))
+        {
+            return false;
+        }
+    }
+
+    if (IsMipmapFiltered(samplerState))
+    {
+        if (!npotSupport)
+        {
+            if (!gl::isPow2(width) || !gl::isPow2(height))
+            {
+                return false;
+            }
+        }
+
+        if (!isMipmapComplete())
+        {
+            return false;
+        }
+    }
+
+    // OpenGLES 3.0.2 spec section 3.8.13 states that a texture is not mipmap complete if:
+    // The internalformat specified for the texture arrays is a sized internal depth or
+    // depth and stencil format (see table 3.13), the value of TEXTURE_COMPARE_-
+    // MODE is NONE, and either the magnification filter is not NEAREST or the mini-
+    // fication filter is neither NEAREST nor NEAREST_MIPMAP_NEAREST.
+    if (gl::GetDepthBits(getInternalFormat(0)) > 0 && mRenderer->getCurrentClientVersion() > 2)
+    {
+        if (samplerState.compareMode == GL_NONE)
+        {
+            if ((samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST) ||
+                samplerState.magFilter != GL_NEAREST)
+            {
+                return false;
+            }
+        }
+    }
+
+    return true;
+}
+
+void TextureD3D_2D::bindTexImage(egl::Surface *surface)
+{
+    GLenum internalformat = surface->getFormat();
+
+    mImageArray[0]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, surface->getWidth(), surface->getHeight(), 1, true);
+
+    if (mTexStorage)
+    {
+        SafeDelete(mTexStorage);
+    }
+    mTexStorage = new rx::TextureStorageInterface2D(mRenderer, surface->getSwapChain());
+
+    mDirtyImages = true;
+}
+
+void TextureD3D_2D::releaseTexImage()
+{
+    if (mTexStorage)
+    {
+        SafeDelete(mTexStorage);
+    }
+
+    for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+    {
+        mImageArray[i]->redefine(mRenderer, GL_TEXTURE_2D, GL_NONE, 0, 0, 0, true);
+    }
+}
+
+void TextureD3D_2D::generateMipmaps()
+{
+    int levelCount = mipLevels();
+
+    if (mTexStorage && mTexStorage->isRenderTarget())
+    {
+        for (int level = 1; level < levelCount; level++)
+        {
+            mTexStorage->generateMipmap(level);
+
+            mImageArray[level]->markClean();
+        }
+    }
+    else
+    {
+        for (int level = 1; level < levelCount; level++)
+        {
+            mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]);
+        }
+    }
+}
+
+unsigned int TextureD3D_2D::getRenderTargetSerial(GLint level)
+{
+    return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level) : 0);
+}
+
+RenderTarget *TextureD3D_2D::getRenderTarget(GLint level)
+{
+    // ensure the underlying texture is created
+    if (!ensureRenderTarget())
+    {
+        return NULL;
+    }
+
+    updateStorageLevel(level);
+
+    // ensure this is NOT a depth texture
+    if (isDepth(level))
+    {
+        return NULL;
+    }
+
+    return mTexStorage->getRenderTarget(level);
+}
+
+RenderTarget *TextureD3D_2D::getDepthSencil(GLint level)
+{
+    // ensure the underlying texture is created
+    if (!ensureRenderTarget())
+    {
+        return NULL;
+    }
+
+    updateStorageLevel(level);
+
+    // ensure this is actually a depth texture
+    if (!isDepth(level))
+    {
+        return NULL;
+    }
+
+    return mTexStorage->getRenderTarget(level);
+}
+
+// Tests for 2D texture (mipmap) completeness. [OpenGL ES 2.0.24] section 3.7.10 page 81.
+bool TextureD3D_2D::isMipmapComplete() const
+{
+    int levelCount = mipLevels();
+
+    for (int level = 0; level < levelCount; level++)
+    {
+        if (!isLevelComplete(level))
+        {
+            return false;
+        }
+    }
+
+    return true;
+}
+
+bool TextureD3D_2D::isValidLevel(int level) const
+{
+    return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : false);
+}
+
+bool TextureD3D_2D::isLevelComplete(int level) const
+{
+    if (isImmutable())
+    {
+        return true;
+    }
+
+    const 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 <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+    rx::Image *image = mImageArray[level];
+
+    if (image->getInternalFormat() != baseImage->getInternalFormat())
+    {
+        return false;
+    }
+
+    if (image->getWidth() != std::max(1, width >> level))
+    {
+        return false;
+    }
+
+    if (image->getHeight() != std::max(1, height >> level))
+    {
+        return false;
+    }
+
+    return true;
+}
+
+// Constructs a native texture resource from the texture images
+void TextureD3D_2D::initializeStorage(bool renderTarget)
+{
+    // Only initialize the first time this texture is used as a render target or shader resource
+    if (mTexStorage)
+    {
+        return;
+    }
+
+    // do not attempt to create storage for nonexistant data
+    if (!isLevelComplete(0))
+    {
+        return;
+    }
+
+    bool createRenderTarget = (renderTarget || IsRenderTargetUsage(mUsage));
+
+    setCompleteTexStorage(createCompleteStorage(createRenderTarget));
+    ASSERT(mTexStorage);
+
+    // flush image data to the storage
+    updateStorage();
+}
+
+rx::TextureStorageInterface2D *TextureD3D_2D::createCompleteStorage(bool renderTarget) const
+{
+    GLsizei width = getBaseLevelWidth();
+    GLsizei height = getBaseLevelHeight();
+
+    ASSERT(width > 0 && height > 0);
+
+    // use existing storage level count, when previously specified by TexStorage*D
+    GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
+
+    return new rx::TextureStorageInterface2D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, levels);
+}
+
+void TextureD3D_2D::setCompleteTexStorage(TextureStorageInterface2D *newCompleteTexStorage)
+{
+    SafeDelete(mTexStorage);
+    mTexStorage = newCompleteTexStorage;
+
+    if (mTexStorage && mTexStorage->isManaged())
+    {
+        for (int level = 0; level < mTexStorage->getLevelCount(); level++)
+        {
+            mImageArray[level]->setManagedSurface(mTexStorage, level);
+        }
+    }
+
+    mDirtyImages = true;
+}
+
+void TextureD3D_2D::updateStorage()
+{
+    ASSERT(mTexStorage != NULL);
+    GLint storageLevels = mTexStorage->getLevelCount();
+    for (int level = 0; level < storageLevels; level++)
+    {
+        if (mImageArray[level]->isDirty() && isLevelComplete(level))
+        {
+            updateStorageLevel(level);
+        }
+    }
+}
+
+bool TextureD3D_2D::ensureRenderTarget()
+{
+    initializeStorage(true);
+
+    if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0)
+    {
+        ASSERT(mTexStorage);
+        if (!mTexStorage->isRenderTarget())
+        {
+            rx::TextureStorageInterface2D *newRenderTargetStorage = createCompleteStorage(true);
+
+            if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
+            {
+                delete newRenderTargetStorage;
+                return gl::error(GL_OUT_OF_MEMORY, false);
+            }
+
+            setCompleteTexStorage(newRenderTargetStorage);
+        }
+    }
+
+    return (mTexStorage && mTexStorage->isRenderTarget());
+}
+
+TextureStorageInterface *TextureD3D_2D::getBaseLevelStorage()
+{
+    return mTexStorage;
+}
+
+const ImageD3D *TextureD3D_2D::getBaseLevelImage() const
+{
+    return mImageArray[0];
+}
+
+void TextureD3D_2D::updateStorageLevel(int level)
+{
+    ASSERT(level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+    ASSERT(isLevelComplete(level));
+
+    if (mImageArray[level]->isDirty())
+    {
+        commitRect(level, 0, 0, getWidth(level), getHeight(level));
+    }
+}
+
+void TextureD3D_2D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height)
+{
+    // If there currently is a corresponding storage texture image, it has these parameters
+    const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+    const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+    const GLenum storageFormat = getBaseLevelInternalFormat();
+
+    mImageArray[level]->redefine(mRenderer, GL_TEXTURE_2D, internalformat, width, height, 1, false);
+
+    if (mTexStorage)
+    {
+        const int storageLevels = mTexStorage->getLevelCount();
+
+        if ((level >= storageLevels && storageLevels != 0) ||
+            width != storageWidth ||
+            height != storageHeight ||
+            internalformat != storageFormat)   // Discard mismatched storage
+        {
+            for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+            {
+                mImageArray[i]->markDirty();
+            }
+
+            SafeDelete(mTexStorage);
+            mDirtyImages = true;
+        }
+    }
+}
+
+void TextureD3D_2D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height)
+{
+    if (isValidLevel(level))
+    {
+        rx::ImageD3D *image = mImageArray[level];
+        if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, width, height))
+        {
+            image->markClean();
+        }
+    }
+}
+
+}
\ No newline at end of file