//
// Copyright (c) 2012-2014 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.
//

// TextureStorage11.cpp: Implements the abstract rx::TextureStorage11 class and its concrete derived
// classes TextureStorage11_2D and TextureStorage11_Cube, which act as the interface to the D3D11
// texture.

#include "libANGLE/renderer/d3d/d3d11/TextureStorage11.h"

#include <tuple>

#include "common/MemoryBuffer.h"
#include "common/utilities.h"
#include "libANGLE/formatutils.h"
#include "libANGLE/ImageIndex.h"
#include "libANGLE/renderer/d3d/d3d11/Blit11.h"
#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
#include "libANGLE/renderer/d3d/d3d11/Image11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
#include "libANGLE/renderer/d3d/d3d11/RenderTarget11.h"
#include "libANGLE/renderer/d3d/d3d11/StreamProducerNV12.h"
#include "libANGLE/renderer/d3d/d3d11/SwapChain11.h"
#include "libANGLE/renderer/d3d/d3d11/texture_format_table.h"
#include "libANGLE/renderer/d3d/EGLImageD3D.h"
#include "libANGLE/renderer/d3d/TextureD3D.h"

namespace rx
{

TextureStorage11::SRVKey::SRVKey(int baseLevel, int mipLevels, bool swizzle, bool dropStencil)
    : baseLevel(baseLevel), mipLevels(mipLevels), swizzle(swizzle), dropStencil(dropStencil)
{
}

bool TextureStorage11::SRVKey::operator<(const SRVKey &rhs) const
{
    return std::tie(baseLevel, mipLevels, swizzle, dropStencil) <
           std::tie(rhs.baseLevel, rhs.mipLevels, rhs.swizzle, rhs.dropStencil);
}

TextureStorage11::TextureStorage11(Renderer11 *renderer,
                                   UINT bindFlags,
                                   UINT miscFlags,
                                   GLenum internalFormat)
    : mRenderer(renderer),
      mTopLevel(0),
      mMipLevels(0),
      mFormatInfo(d3d11::Format::Get(internalFormat, mRenderer->getRenderer11DeviceCaps())),
      mTextureWidth(0),
      mTextureHeight(0),
      mTextureDepth(0),
      mDropStencilTexture(nullptr),
      mBindFlags(bindFlags),
      mMiscFlags(miscFlags)
{
    mLevelSRVs.fill(nullptr);
    mLevelBlitSRVs.fill(nullptr);
}

TextureStorage11::~TextureStorage11()
{
    for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
    {
        SafeRelease(mLevelSRVs[level]);
        SafeRelease(mLevelBlitSRVs[level]);
    }

    for (SRVCache::iterator i = mSrvCache.begin(); i != mSrvCache.end(); i++)
    {
        SafeRelease(i->second);
    }
    mSrvCache.clear();
    SafeRelease(mDropStencilTexture);
}

DWORD TextureStorage11::GetTextureBindFlags(GLenum internalFormat,
                                            const Renderer11DeviceCaps &renderer11DeviceCaps,
                                            bool renderTarget)
{
    UINT bindFlags = 0;

    const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps);
    if (formatInfo.srvFormat != DXGI_FORMAT_UNKNOWN)
    {
        bindFlags |= D3D11_BIND_SHADER_RESOURCE;
    }
    if (formatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
    {
        bindFlags |= D3D11_BIND_DEPTH_STENCIL;
    }
    if (formatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN && renderTarget)
    {
        bindFlags |= D3D11_BIND_RENDER_TARGET;
    }

    return bindFlags;
}

DWORD TextureStorage11::GetTextureMiscFlags(GLenum internalFormat,
                                            const Renderer11DeviceCaps &renderer11DeviceCaps,
                                            bool renderTarget,
                                            int levels)
{
    UINT miscFlags = 0;

    const d3d11::Format &formatInfo = d3d11::Format::Get(internalFormat, renderer11DeviceCaps);
    if (renderTarget && levels > 1)
    {
        if (d3d11::SupportsMipGen(formatInfo.texFormat, renderer11DeviceCaps.featureLevel))
        {
            miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
        }
    }

    return miscFlags;
}

UINT TextureStorage11::getBindFlags() const
{
    return mBindFlags;
}

UINT TextureStorage11::getMiscFlags() const
{
    return mMiscFlags;
}

int TextureStorage11::getTopLevel() const
{
    // Applying top level is meant to be encapsulated inside TextureStorage11.
    UNREACHABLE();
    return mTopLevel;
}

bool TextureStorage11::isRenderTarget() const
{
    return (mBindFlags & (D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL)) != 0;
}

bool TextureStorage11::isManaged() const
{
    return false;
}

bool TextureStorage11::supportsNativeMipmapFunction() const
{
    return (mMiscFlags & D3D11_RESOURCE_MISC_GENERATE_MIPS) != 0;
}

int TextureStorage11::getLevelCount() const
{
    return mMipLevels - mTopLevel;
}

int TextureStorage11::getLevelWidth(int mipLevel) const
{
    return std::max(static_cast<int>(mTextureWidth) >> mipLevel, 1);
}

int TextureStorage11::getLevelHeight(int mipLevel) const
{
    return std::max(static_cast<int>(mTextureHeight) >> mipLevel, 1);
}

int TextureStorage11::getLevelDepth(int mipLevel) const
{
    return std::max(static_cast<int>(mTextureDepth) >> mipLevel, 1);
}

UINT TextureStorage11::getSubresourceIndex(const gl::ImageIndex &index) const
{
    UINT mipSlice    = static_cast<UINT>(index.mipIndex + mTopLevel);
    UINT arraySlice  = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
    UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
    ASSERT(subresource != std::numeric_limits<UINT>::max());
    return subresource;
}

gl::Error TextureStorage11::getSRV(const gl::TextureState &textureState,
                                   ID3D11ShaderResourceView **outSRV)
{
    // Make sure to add the level offset for our tiny compressed texture workaround
    const GLuint effectiveBaseLevel = textureState.getEffectiveBaseLevel();
    bool swizzleRequired            = textureState.swizzleRequired();
    bool mipmapping                 = gl::IsMipmapFiltered(textureState.getSamplerState());
    unsigned int mipLevels =
        mipmapping ? (textureState.getEffectiveMaxLevel() - effectiveBaseLevel + 1) : 1;

    // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level,
    // which corresponds to GL level 0)
    mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - effectiveBaseLevel);

    if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
    {
        ASSERT(!swizzleRequired);
        ASSERT(mipLevels == 1 || mipLevels == mMipLevels);
    }

    if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
    {
        // We must ensure that the level zero texture is in sync with mipped texture.
        ANGLE_TRY(useLevelZeroWorkaroundTexture(mipLevels == 1));
    }

    if (swizzleRequired)
    {
        verifySwizzleExists(textureState.getSwizzleState());
    }

    // We drop the stencil when sampling from the SRV if three conditions hold:
    // 1. the drop stencil workaround is enabled.
    bool workaround = mRenderer->getWorkarounds().emulateTinyStencilTextures;
    // 2. this is a stencil texture.
    bool hasStencil = (mFormatInfo.format().stencilBits > 0);
    // 3. the texture has a 1x1 or 2x2 mip.
    bool hasSmallMips = (getLevelWidth(mMipLevels - 1) <= 2 || getLevelHeight(mMipLevels - 1) <= 2);

    bool useDropStencil = (workaround && hasStencil && hasSmallMips);
    if (useDropStencil)
    {
        // Ensure drop texture gets re-created, if SRV is cached.
        ANGLE_TRY(createDropStencilTexture());
    }

    SRVKey key(effectiveBaseLevel, mipLevels, swizzleRequired, useDropStencil);
    ANGLE_TRY(getCachedOrCreateSRV(key, outSRV));

    return gl::NoError();
}

gl::Error TextureStorage11::getCachedOrCreateSRV(const SRVKey &key,
                                                 ID3D11ShaderResourceView **outSRV)
{
    auto iter = mSrvCache.find(key);
    if (iter != mSrvCache.end())
    {
        *outSRV = iter->second;
        return gl::NoError();
    }

    ID3D11Resource *texture = nullptr;
    DXGI_FORMAT format      = DXGI_FORMAT_UNKNOWN;

    if (key.swizzle)
    {
        const auto &swizzleFormat =
            mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps());
        ASSERT(!key.dropStencil || swizzleFormat.format().stencilBits == 0);
        ANGLE_TRY(getSwizzleTexture(&texture));
        format = swizzleFormat.srvFormat;
    }
    else if (key.dropStencil)
    {
        ASSERT(mDropStencilTexture);
        texture = mDropStencilTexture;
        format  = DXGI_FORMAT_R32_FLOAT;
    }
    else
    {
        ANGLE_TRY(getResource(&texture));
        format = mFormatInfo.srvFormat;
    }

    ID3D11ShaderResourceView *srv = nullptr;

    ANGLE_TRY(createSRV(key.baseLevel, key.mipLevels, format, texture, &srv));

    mSrvCache.insert(std::make_pair(key, srv));
    *outSRV = srv;

    return gl::NoError();
}

gl::Error TextureStorage11::getSRVLevel(int mipLevel,
                                        bool blitSRV,
                                        ID3D11ShaderResourceView **outSRV)
{
    ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());

    auto &levelSRVs      = (blitSRV) ? mLevelBlitSRVs : mLevelSRVs;
    auto &otherLevelSRVs = (blitSRV) ? mLevelSRVs : mLevelBlitSRVs;

    if (!levelSRVs[mipLevel])
    {
        // Only create a different SRV for blit if blit format is different from regular srv format
        if (otherLevelSRVs[mipLevel] && mFormatInfo.srvFormat == mFormatInfo.blitSRVFormat)
        {
            levelSRVs[mipLevel] = otherLevelSRVs[mipLevel];
            levelSRVs[mipLevel]->AddRef();
        }
        else
        {
            ID3D11Resource *resource = nullptr;
            ANGLE_TRY(getResource(&resource));

            DXGI_FORMAT resourceFormat =
                blitSRV ? mFormatInfo.blitSRVFormat : mFormatInfo.srvFormat;
            ANGLE_TRY(createSRV(mipLevel, 1, resourceFormat, resource, &levelSRVs[mipLevel]));
        }
    }

    *outSRV = levelSRVs[mipLevel];

    return gl::NoError();
}

gl::Error TextureStorage11::getSRVLevels(GLint baseLevel,
                                         GLint maxLevel,
                                         ID3D11ShaderResourceView **outSRV)
{
    unsigned int mipLevels = maxLevel - baseLevel + 1;

    // Make sure there's 'mipLevels' mipmap levels below the base level (offset by the top level,
    // which corresponds to GL level 0)
    mipLevels = std::min(mipLevels, mMipLevels - mTopLevel - baseLevel);

    if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
    {
        ASSERT(mipLevels == 1 || mipLevels == mMipLevels);
    }

    if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
    {
        // We must ensure that the level zero texture is in sync with mipped texture.
        ANGLE_TRY(useLevelZeroWorkaroundTexture(mipLevels == 1));
    }

    // TODO(jmadill): Assert we don't need to drop stencil.

    SRVKey key(baseLevel, mipLevels, false, false);
    ANGLE_TRY(getCachedOrCreateSRV(key, outSRV));

    return gl::NoError();
}

const d3d11::Format &TextureStorage11::getFormatSet() const
{
    return mFormatInfo;
}

gl::Error TextureStorage11::generateSwizzles(const gl::SwizzleState &swizzleTarget)
{
    for (int level = 0; level < getLevelCount(); level++)
    {
        // Check if the swizzle for this level is out of date
        if (mSwizzleCache[level] != swizzleTarget)
        {
            // Need to re-render the swizzle for this level
            ID3D11ShaderResourceView *sourceSRV = nullptr;
            ANGLE_TRY(getSRVLevel(level, true, &sourceSRV));

            ID3D11RenderTargetView *destRTV = nullptr;
            ANGLE_TRY(getSwizzleRenderTarget(level, &destRTV));

            gl::Extents size(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));

            Blit11 *blitter = mRenderer->getBlitter();

            ANGLE_TRY(blitter->swizzleTexture(sourceSRV, destRTV, size, swizzleTarget));

            mSwizzleCache[level] = swizzleTarget;
        }
    }

    return gl::NoError();
}

void TextureStorage11::markLevelDirty(int mipLevel)
{
    if (mipLevel >= 0 && static_cast<unsigned int>(mipLevel) < ArraySize(mSwizzleCache))
    {
        // The default constructor of SwizzleState has GL_INVALID_INDEX for all channels which is
        // not a valid swizzle combination
        mSwizzleCache[mipLevel] = gl::SwizzleState();
    }

    SafeRelease(mDropStencilTexture);
}

void TextureStorage11::markDirty()
{
    for (unsigned int mipLevel = 0; mipLevel < ArraySize(mSwizzleCache); mipLevel++)
    {
        markLevelDirty(mipLevel);
    }
}

gl::Error TextureStorage11::updateSubresourceLevel(ID3D11Resource *srcTexture,
                                                   unsigned int sourceSubresource,
                                                   const gl::ImageIndex &index,
                                                   const gl::Box &copyArea)
{
    ASSERT(srcTexture);

    const GLint level = index.mipIndex;

    markLevelDirty(level);

    gl::Extents texSize(getLevelWidth(level), getLevelHeight(level), getLevelDepth(level));

    bool fullCopy = copyArea.x == 0 && copyArea.y == 0 && copyArea.z == 0 &&
                    copyArea.width == texSize.width && copyArea.height == texSize.height &&
                    copyArea.depth == texSize.depth;

    ID3D11Resource *dstTexture = nullptr;

    // If the zero-LOD workaround is active and we want to update a level greater than zero, then we
    // should update the mipmapped texture, even if mapmaps are currently disabled.
    if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
    {
        ANGLE_TRY(getMippedResource(&dstTexture));
    }
    else
    {
        ANGLE_TRY(getResource(&dstTexture));
    }

    unsigned int dstSubresource = getSubresourceIndex(index);

    ASSERT(dstTexture);

    const d3d11::DXGIFormatSize &dxgiFormatSizeInfo =
        d3d11::GetDXGIFormatSizeInfo(mFormatInfo.texFormat);
    if (!fullCopy && mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
    {
        // CopySubresourceRegion cannot copy partial depth stencils, use the blitter instead
        Blit11 *blitter        = mRenderer->getBlitter();
        TextureHelper11 source = TextureHelper11::MakeAndReference(srcTexture, getFormatSet());
        TextureHelper11 dest   = TextureHelper11::MakeAndReference(dstTexture, getFormatSet());
        return blitter->copyDepthStencil(source, sourceSubresource, copyArea, texSize, dest,
                                         dstSubresource, copyArea, texSize, nullptr);
    }

    D3D11_BOX srcBox;
    srcBox.left = copyArea.x;
    srcBox.top  = copyArea.y;
    srcBox.right =
        copyArea.x + roundUp(static_cast<UINT>(copyArea.width), dxgiFormatSizeInfo.blockWidth);
    srcBox.bottom =
        copyArea.y + roundUp(static_cast<UINT>(copyArea.height), dxgiFormatSizeInfo.blockHeight);
    srcBox.front = copyArea.z;
    srcBox.back  = copyArea.z + copyArea.depth;

    ID3D11DeviceContext *context = mRenderer->getDeviceContext();

    context->CopySubresourceRegion(dstTexture, dstSubresource, copyArea.x, copyArea.y, copyArea.z,
                                   srcTexture, sourceSubresource, fullCopy ? nullptr : &srcBox);
    return gl::NoError();
}

gl::Error TextureStorage11::copySubresourceLevel(ID3D11Resource *dstTexture,
                                                 unsigned int dstSubresource,
                                                 const gl::ImageIndex &index,
                                                 const gl::Box &region)
{
    ASSERT(dstTexture);

    ID3D11Resource *srcTexture = nullptr;

    // If the zero-LOD workaround is active and we want to update a level greater than zero, then we
    // should update the mipmapped texture, even if mapmaps are currently disabled.
    if (index.mipIndex > 0 && mRenderer->getWorkarounds().zeroMaxLodWorkaround)
    {
        ANGLE_TRY(getMippedResource(&srcTexture));
    }
    else
    {
        ANGLE_TRY(getResource(&srcTexture));
    }

    ASSERT(srcTexture);

    unsigned int srcSubresource = getSubresourceIndex(index);

    ID3D11DeviceContext *context = mRenderer->getDeviceContext();

    // D3D11 can't perform partial CopySubresourceRegion on depth/stencil textures, so pSrcBox
    // should be nullptr.
    D3D11_BOX srcBox;
    D3D11_BOX *pSrcBox = nullptr;
    if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
    {
        // However, D3D10Level9 doesn't always perform CopySubresourceRegion correctly unless the
        // source box is specified. This is okay, since we don't perform CopySubresourceRegion on
        // depth/stencil textures on 9_3.
        ASSERT(mFormatInfo.dsvFormat == DXGI_FORMAT_UNKNOWN);
        srcBox.left   = region.x;
        srcBox.right  = region.x + region.width;
        srcBox.top    = region.y;
        srcBox.bottom = region.y + region.height;
        srcBox.front  = region.z;
        srcBox.back   = region.z + region.depth;
        pSrcBox       = &srcBox;
    }

    context->CopySubresourceRegion(dstTexture, dstSubresource, region.x, region.y, region.z,
                                   srcTexture, srcSubresource, pSrcBox);

    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11::generateMipmap(const gl::ImageIndex &sourceIndex,
                                           const gl::ImageIndex &destIndex)
{
    ASSERT(sourceIndex.layerIndex == destIndex.layerIndex);

    markLevelDirty(destIndex.mipIndex);

    RenderTargetD3D *source = nullptr;
    ANGLE_TRY(getRenderTarget(sourceIndex, &source));

    RenderTargetD3D *dest = nullptr;
    ANGLE_TRY(getRenderTarget(destIndex, &dest));

    ID3D11ShaderResourceView *sourceSRV =
        GetAs<RenderTarget11>(source)->getBlitShaderResourceView();
    ID3D11RenderTargetView *destRTV = GetAs<RenderTarget11>(dest)->getRenderTargetView();

    gl::Box sourceArea(0, 0, 0, source->getWidth(), source->getHeight(), source->getDepth());
    gl::Extents sourceSize(source->getWidth(), source->getHeight(), source->getDepth());

    gl::Box destArea(0, 0, 0, dest->getWidth(), dest->getHeight(), dest->getDepth());
    gl::Extents destSize(dest->getWidth(), dest->getHeight(), dest->getDepth());

    Blit11 *blitter = mRenderer->getBlitter();
    return blitter->copyTexture(sourceSRV, sourceArea, sourceSize, destRTV, destArea, destSize,
                                nullptr,
                                gl::GetInternalFormatInfo(source->getInternalFormat()).format,
                                GL_LINEAR, false, false, false);
}

void TextureStorage11::verifySwizzleExists(const gl::SwizzleState &swizzleState)
{
    for (unsigned int level = 0; level < mMipLevels; level++)
    {
        ASSERT(mSwizzleCache[level] == swizzleState);
    }
}

void TextureStorage11::clearSRVCache()
{
    markDirty();

    auto iter = mSrvCache.begin();
    while (iter != mSrvCache.end())
    {
        if (!iter->first.swizzle)
        {
            SafeRelease(iter->second);
            iter = mSrvCache.erase(iter);
        }
        else
        {
            iter++;
        }
    }

    for (size_t level = 0; level < mLevelSRVs.size(); level++)
    {
        SafeRelease(mLevelSRVs[level]);
        SafeRelease(mLevelBlitSRVs[level]);
    }
}

gl::Error TextureStorage11::copyToStorage(TextureStorage *destStorage)
{
    ASSERT(destStorage);

    ID3D11Resource *sourceResouce = nullptr;
    ANGLE_TRY(getResource(&sourceResouce));

    TextureStorage11 *dest11     = GetAs<TextureStorage11>(destStorage);
    ID3D11Resource *destResource = nullptr;
    ANGLE_TRY(dest11->getResource(&destResource));

    ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
    immediateContext->CopyResource(destResource, sourceResouce);

    dest11->markDirty();

    return gl::NoError();
}

gl::Error TextureStorage11::setData(const gl::ImageIndex &index,
                                    ImageD3D *image,
                                    const gl::Box *destBox,
                                    GLenum inputType,
                                    const gl::PixelUnpackState &unpack,
                                    const uint8_t *pixelData)
{
    ASSERT(!image->isDirty());

    markLevelDirty(index.mipIndex);

    ID3D11Resource *resource = nullptr;
    ANGLE_TRY(getResource(&resource));
    ASSERT(resource);

    UINT destSubresource = getSubresourceIndex(index);

    const auto sizedInputFormat = image->getSizedInputFormat(inputType);
    const gl::InternalFormat &inputFormat = gl::GetInternalFormatInfo(sizedInputFormat);

    gl::Box levelBox(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex),
                     getLevelDepth(index.mipIndex));
    bool fullUpdate = (destBox == nullptr || *destBox == levelBox);
    ASSERT(inputFormat.depthBits == 0 || fullUpdate);

    // TODO(jmadill): Handle compressed formats
    // Compressed formats have different load syntax, so we'll have to handle them with slightly
    // different logic. Will implemnent this in a follow-up patch, and ensure we do not use SetData
    // with compressed formats in the calling logic.
    ASSERT(!inputFormat.compressed);

    const int width    = destBox ? destBox->width : static_cast<int>(image->getWidth());
    const int height   = destBox ? destBox->height : static_cast<int>(image->getHeight());
    const int depth    = destBox ? destBox->depth : static_cast<int>(image->getDepth());
    GLuint srcRowPitch = 0;
    ANGLE_TRY_RESULT(
        inputFormat.computeRowPitch(width, unpack.alignment, unpack.rowLength),
        srcRowPitch);
    GLuint srcDepthPitch = 0;
    ANGLE_TRY_RESULT(gl::InternalFormat::computeDepthPitch(height, unpack.imageHeight, srcRowPitch),
                     srcDepthPitch);
    GLuint srcSkipBytes = 0;
    ANGLE_TRY_RESULT(
        inputFormat.computeSkipBytes(srcRowPitch, srcDepthPitch, unpack, index.is3D()),
        srcSkipBytes);

    const d3d11::Format &d3d11Format =
        d3d11::Format::Get(image->getInternalFormat(), mRenderer->getRenderer11DeviceCaps());
    const d3d11::DXGIFormatSize &dxgiFormatInfo =
        d3d11::GetDXGIFormatSizeInfo(d3d11Format.texFormat);

    const size_t outputPixelSize = dxgiFormatInfo.pixelBytes;

    UINT bufferRowPitch   = static_cast<unsigned int>(outputPixelSize) * width;
    UINT bufferDepthPitch = bufferRowPitch * height;

    const size_t neededSize        = bufferDepthPitch * depth;
    MemoryBuffer *conversionBuffer = nullptr;
    const uint8_t *data            = nullptr;

    LoadImageFunctionInfo loadFunctionInfo = d3d11Format.getLoadFunctions()(inputType);
    if (loadFunctionInfo.requiresConversion)
    {
        ANGLE_TRY(mRenderer->getScratchMemoryBuffer(neededSize, &conversionBuffer));
        loadFunctionInfo.loadFunction(width, height, depth, pixelData + srcSkipBytes, srcRowPitch,
                                      srcDepthPitch, conversionBuffer->data(), bufferRowPitch,
                                      bufferDepthPitch);
        data = conversionBuffer->data();
    }
    else
    {
        data             = pixelData + srcSkipBytes;
        bufferRowPitch   = srcRowPitch;
        bufferDepthPitch = srcDepthPitch;
    }

    ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();

    if (!fullUpdate)
    {
        ASSERT(destBox);

        D3D11_BOX destD3DBox;
        destD3DBox.left   = destBox->x;
        destD3DBox.right  = destBox->x + destBox->width;
        destD3DBox.top    = destBox->y;
        destD3DBox.bottom = destBox->y + destBox->height;
        destD3DBox.front  = destBox->z;
        destD3DBox.back   = destBox->z + destBox->depth;

        immediateContext->UpdateSubresource(resource, destSubresource, &destD3DBox, data,
                                            bufferRowPitch, bufferDepthPitch);
    }
    else
    {
        immediateContext->UpdateSubresource(resource, destSubresource, nullptr, data,
                                            bufferRowPitch, bufferDepthPitch);
    }

    return gl::NoError();
}

gl::Error TextureStorage11::createDropStencilTexture()
{
    UNIMPLEMENTED();
    return gl::Error(GL_INVALID_OPERATION, "Drop stencil texture not implemented.");
}

TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer, SwapChain11 *swapchain)
    : TextureStorage11(renderer,
                       D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,
                       0,
                       swapchain->getRenderTargetInternalFormat()),
      mTexture(swapchain->getOffscreenTexture()),
      mLevelZeroTexture(nullptr),
      mLevelZeroRenderTarget(nullptr),
      mUseLevelZeroTexture(false),
      mSwizzleTexture(nullptr)
{
    mTexture->AddRef();

    for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
    {
        mAssociatedImages[i]     = nullptr;
        mRenderTarget[i]         = nullptr;
        mSwizzleRenderTargets[i] = nullptr;
    }

    D3D11_TEXTURE2D_DESC texDesc;
    mTexture->GetDesc(&texDesc);
    mMipLevels     = texDesc.MipLevels;
    mTextureWidth  = texDesc.Width;
    mTextureHeight = texDesc.Height;
    mTextureDepth  = 1;
    mHasKeyedMutex = (texDesc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0;
}

TextureStorage11_2D::TextureStorage11_2D(Renderer11 *renderer,
                                         GLenum internalformat,
                                         bool renderTarget,
                                         GLsizei width,
                                         GLsizei height,
                                         int levels,
                                         bool hintLevelZeroOnly)
    : TextureStorage11(
          renderer,
          GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
          GetTextureMiscFlags(internalformat,
                              renderer->getRenderer11DeviceCaps(),
                              renderTarget,
                              levels),
          internalformat),
      mTexture(nullptr),
      mHasKeyedMutex(false),
      mLevelZeroTexture(nullptr),
      mLevelZeroRenderTarget(nullptr),
      mUseLevelZeroTexture(hintLevelZeroOnly && levels > 1),
      mSwizzleTexture(nullptr)
{
    for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
    {
        mAssociatedImages[i]     = nullptr;
        mRenderTarget[i]         = nullptr;
        mSwizzleRenderTargets[i] = nullptr;
    }

    d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);
    mMipLevels     = mTopLevel + levels;
    mTextureWidth  = width;
    mTextureHeight = height;
    mTextureDepth  = 1;

    // The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
    ASSERT(!mUseLevelZeroTexture || mRenderer->getWorkarounds().zeroMaxLodWorkaround);
}

TextureStorage11_2D::~TextureStorage11_2D()
{
    for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
    {
        if (mAssociatedImages[i] != nullptr)
        {
            bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
            ASSERT(imageAssociationCorrect);

            if (imageAssociationCorrect)
            {
                // We must let the Images recover their data before we delete it from the
                // TextureStorage.
                gl::Error error = mAssociatedImages[i]->recoverFromAssociatedStorage();
                if (error.isError())
                {
                    // TODO: Find a way to report this back to the context
                    ERR("Error initialization texture storage: %x", error.getCode());
                }
            }
        }
    }

    SafeRelease(mTexture);
    SafeRelease(mSwizzleTexture);

    SafeRelease(mLevelZeroTexture);
    SafeDelete(mLevelZeroRenderTarget);

    for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
    {
        SafeDelete(mRenderTarget[i]);
        SafeRelease(mSwizzleRenderTargets[i]);
    }

    if (mHasKeyedMutex)
    {
        // If the keyed mutex is released that will unbind it and cause the state cache to become
        // desynchronized.
        mRenderer->getStateManager()->invalidateBoundViews();
    }
}

gl::Error TextureStorage11_2D::copyToStorage(TextureStorage *destStorage)
{
    ASSERT(destStorage);

    TextureStorage11_2D *dest11           = GetAs<TextureStorage11_2D>(destStorage);
    ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();

    if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
    {
        // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the
        // corresponding textures in destStorage.
        if (mTexture)
        {
            ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(false));

            ID3D11Resource *destResource = nullptr;
            ANGLE_TRY(dest11->getResource(&destResource));

            immediateContext->CopyResource(destResource, mTexture);
        }

        if (mLevelZeroTexture)
        {
            ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(true));

            ID3D11Resource *destResource = nullptr;
            ANGLE_TRY(dest11->getResource(&destResource));

            immediateContext->CopyResource(destResource, mLevelZeroTexture);
        }

        return gl::NoError();
    }

    ID3D11Resource *sourceResouce = nullptr;
    ANGLE_TRY(getResource(&sourceResouce));

    ID3D11Resource *destResource = nullptr;
    ANGLE_TRY(dest11->getResource(&destResource));

    immediateContext->CopyResource(destResource, sourceResouce);
    dest11->markDirty();

    return gl::NoError();
}

gl::Error TextureStorage11_2D::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
{
    bool lastSetting = mUseLevelZeroTexture;

    if (useLevelZeroTexture && mMipLevels > 1)
    {
        if (!mUseLevelZeroTexture && mTexture)
        {
            ANGLE_TRY(ensureTextureExists(1));

            // Pull data back from the mipped texture if necessary.
            ASSERT(mLevelZeroTexture);
            ID3D11DeviceContext *context = mRenderer->getDeviceContext();
            context->CopySubresourceRegion(mLevelZeroTexture, 0, 0, 0, 0, mTexture, 0, nullptr);
        }

        mUseLevelZeroTexture = true;
    }
    else
    {
        if (mUseLevelZeroTexture && mLevelZeroTexture)
        {
            ANGLE_TRY(ensureTextureExists(mMipLevels));

            // Pull data back from the level zero texture if necessary.
            ASSERT(mTexture);
            ID3D11DeviceContext *context = mRenderer->getDeviceContext();
            context->CopySubresourceRegion(mTexture, 0, 0, 0, 0, mLevelZeroTexture, 0, nullptr);
        }

        mUseLevelZeroTexture = false;
    }

    if (lastSetting != mUseLevelZeroTexture)
    {
        // Mark everything as dirty to be conservative.
        if (mLevelZeroRenderTarget)
        {
            mLevelZeroRenderTarget->signalDirty();
        }
        for (auto *renderTarget : mRenderTarget)
        {
            if (renderTarget)
            {
                renderTarget->signalDirty();
            }
        }
    }

    return gl::NoError();
}

void TextureStorage11_2D::associateImage(Image11 *image, const gl::ImageIndex &index)
{
    const GLint level = index.mipIndex;

    ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);

    if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
    {
        mAssociatedImages[level] = image;
    }
}

bool TextureStorage11_2D::isAssociatedImageValid(const gl::ImageIndex &index,
                                                 Image11 *expectedImage)
{
    const GLint level = index.mipIndex;

    if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
    {
        // This validation check should never return false. It means the Image/TextureStorage
        // association is broken.
        bool retValue = (mAssociatedImages[level] == expectedImage);
        ASSERT(retValue);
        return retValue;
    }

    return false;
}

// disassociateImage allows an Image to end its association with a Storage.
void TextureStorage11_2D::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
{
    const GLint level = index.mipIndex;

    ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);

    if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
    {
        ASSERT(mAssociatedImages[level] == expectedImage);

        if (mAssociatedImages[level] == expectedImage)
        {
            mAssociatedImages[level] = nullptr;
        }
    }
}

// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
// recover its data before ending the association.
gl::Error TextureStorage11_2D::releaseAssociatedImage(const gl::ImageIndex &index,
                                                      Image11 *incomingImage)
{
    const GLint level = index.mipIndex;

    ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);

    if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
    {
        // No need to let the old Image recover its data, if it is also the incoming Image.
        if (mAssociatedImages[level] != nullptr && mAssociatedImages[level] != incomingImage)
        {
            // Ensure that the Image is still associated with this TextureStorage. This should be
            // true.
            bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
            ASSERT(imageAssociationCorrect);

            if (imageAssociationCorrect)
            {
                // Force the image to recover from storage before its data is overwritten.
                // This will reset mAssociatedImages[level] to nullptr too.
                ANGLE_TRY(mAssociatedImages[level]->recoverFromAssociatedStorage());
            }
        }
    }

    return gl::NoError();
}

gl::Error TextureStorage11_2D::getResource(ID3D11Resource **outResource)
{
    if (mUseLevelZeroTexture && mMipLevels > 1)
    {
        ANGLE_TRY(ensureTextureExists(1));

        *outResource = mLevelZeroTexture;
        return gl::NoError();
    }

    ANGLE_TRY(ensureTextureExists(mMipLevels));

    *outResource = mTexture;
    return gl::NoError();
}

gl::Error TextureStorage11_2D::getMippedResource(ID3D11Resource **outResource)
{
    // This shouldn't be called unless the zero max LOD workaround is active.
    ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);

    ANGLE_TRY(ensureTextureExists(mMipLevels));

    *outResource = mTexture;
    return gl::NoError();
}

gl::Error TextureStorage11_2D::ensureTextureExists(int mipLevels)
{
    // If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
    bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround
                                   ? (mipLevels == 1) && (mMipLevels > 1)
                                   : false;
    ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;

    // if the width or height is not positive this should be treated as an incomplete texture
    // we handle that here by skipping the d3d texture creation
    if (*outputTexture == nullptr && mTextureWidth > 0 && mTextureHeight > 0)
    {
        ASSERT(mipLevels > 0);

        ID3D11Device *device = mRenderer->getDevice();

        D3D11_TEXTURE2D_DESC desc;
        desc.Width              = mTextureWidth;  // Compressed texture size constraints?
        desc.Height             = mTextureHeight;
        desc.MipLevels          = mipLevels;
        desc.ArraySize          = 1;
        desc.Format             = mFormatInfo.texFormat;
        desc.SampleDesc.Count   = 1;
        desc.SampleDesc.Quality = 0;
        desc.Usage              = D3D11_USAGE_DEFAULT;
        desc.BindFlags          = getBindFlags();
        desc.CPUAccessFlags     = 0;
        desc.MiscFlags          = getMiscFlags();

        HRESULT result = device->CreateTexture2D(&desc, nullptr, outputTexture);

        // this can happen from windows TDR
        if (d3d11::isDeviceLostError(result))
        {
            mRenderer->notifyDeviceLost();
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.",
                             result);
        }
        else if (FAILED(result))
        {
            ASSERT(result == E_OUTOFMEMORY);
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 2D texture storage, result: 0x%X.",
                             result);
        }

        d3d11::SetDebugName(*outputTexture, "TexStorage2D.Texture");
    }

    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_2D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
{
    ASSERT(!index.hasLayer());

    const int level = index.mipIndex;
    ASSERT(level >= 0 && level < getLevelCount());

    // In GL ES 2.0, the application can only render to level zero of the texture (Section 4.4.3 of
    // the GLES 2.0 spec, page 113 of version 2.0.25). Other parts of TextureStorage11_2D could
    // create RTVs on non-zero levels of the texture (e.g. generateMipmap).
    // On Feature Level 9_3, this is unlikely to be useful. The renderer can't create SRVs on the
    // individual levels of the texture, so methods like generateMipmap can't do anything useful
    // with non-zero-level RTVs. Therefore if level > 0 on 9_3 then there's almost certainly
    // something wrong.
    ASSERT(
        !(mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3 && level > 0));
    ASSERT(outRT);
    if (mRenderTarget[level])
    {
        *outRT = mRenderTarget[level];
        return gl::NoError();
    }

    ID3D11Resource *texture = nullptr;
    ANGLE_TRY(getResource(&texture));

    ID3D11ShaderResourceView *srv = nullptr;
    ANGLE_TRY(getSRVLevel(level, false, &srv));

    ID3D11ShaderResourceView *blitSRV = nullptr;
    ANGLE_TRY(getSRVLevel(level, true, &blitSRV));

    ID3D11Device *device = mRenderer->getDevice();

    if (mUseLevelZeroTexture)
    {
        if (!mLevelZeroRenderTarget)
        {
            D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
            rtvDesc.Format             = mFormatInfo.rtvFormat;
            rtvDesc.ViewDimension      = D3D11_RTV_DIMENSION_TEXTURE2D;
            rtvDesc.Texture2D.MipSlice = mTopLevel + level;

            ID3D11RenderTargetView *rtv;
            HRESULT result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);

            if (result == E_OUTOFMEMORY)
            {
                return gl::Error(GL_OUT_OF_MEMORY,
                                 "Failed to create internal render target view for texture "
                                 "storage, result: 0x%X.",
                                 result);
            }
            ASSERT(SUCCEEDED(result));

            mLevelZeroRenderTarget = new TextureRenderTarget11(
                rtv, mLevelZeroTexture, nullptr, nullptr, mFormatInfo.internalFormat,
                getFormatSet(), getLevelWidth(level), getLevelHeight(level), 1, 0);

            // RenderTarget will take ownership of these resources
            SafeRelease(rtv);
        }

        *outRT = mLevelZeroRenderTarget;
        return gl::NoError();
    }

    if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
    {
        D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
        rtvDesc.Format             = mFormatInfo.rtvFormat;
        rtvDesc.ViewDimension      = D3D11_RTV_DIMENSION_TEXTURE2D;
        rtvDesc.Texture2D.MipSlice = mTopLevel + level;

        ID3D11RenderTargetView *rtv;
        HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);

        ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
        if (FAILED(result))
        {
            return gl::Error(
                GL_OUT_OF_MEMORY,
                "Failed to create internal render target view for texture storage, result: 0x%X.",
                result);
        }

        mRenderTarget[level] = new TextureRenderTarget11(
            rtv, texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
            getLevelWidth(level), getLevelHeight(level), 1, 0);

        // RenderTarget will take ownership of these resources
        SafeRelease(rtv);

        *outRT = mRenderTarget[level];
        return gl::Error(GL_NO_ERROR);
    }

    ASSERT(mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);

    D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
    dsvDesc.Format             = mFormatInfo.dsvFormat;
    dsvDesc.ViewDimension      = D3D11_DSV_DIMENSION_TEXTURE2D;
    dsvDesc.Texture2D.MipSlice = mTopLevel + level;
    dsvDesc.Flags              = 0;

    ID3D11DepthStencilView *dsv;
    HRESULT result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);

    ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
    if (FAILED(result))
    {
        return gl::Error(
            GL_OUT_OF_MEMORY,
            "Failed to create internal depth stencil view for texture storage, result: 0x%X.",
            result);
    }

    mRenderTarget[level] =
        new TextureRenderTarget11(dsv, texture, srv, mFormatInfo.internalFormat, getFormatSet(),
                                  getLevelWidth(level), getLevelHeight(level), 1, 0);

    // RenderTarget will take ownership of these resources
    SafeRelease(dsv);

    *outRT = mRenderTarget[level];
    return gl::NoError();
}

gl::Error TextureStorage11_2D::createSRV(int baseLevel,
                                         int mipLevels,
                                         DXGI_FORMAT format,
                                         ID3D11Resource *texture,
                                         ID3D11ShaderResourceView **outSRV) const
{
    ASSERT(outSRV);

    D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
    srvDesc.Format                    = format;
    srvDesc.ViewDimension             = D3D11_SRV_DIMENSION_TEXTURE2D;
    srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
    srvDesc.Texture2D.MipLevels       = mipLevels;

    ID3D11Resource *srvTexture = texture;

    if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
    {
        ASSERT(mTopLevel == 0);
        ASSERT(baseLevel == 0);
        // This code also assumes that the incoming texture equals either mLevelZeroTexture or
        // mTexture.

        if (mipLevels == 1 && mMipLevels > 1)
        {
            // We must use a SRV on the level-zero-only texture.
            ASSERT(mLevelZeroTexture != nullptr && texture == mLevelZeroTexture);
            srvTexture = mLevelZeroTexture;
        }
        else
        {
            ASSERT(mipLevels == static_cast<int>(mMipLevels));
            ASSERT(mTexture != nullptr && texture == mTexture);
            srvTexture = mTexture;
        }
    }

    ID3D11Device *device = mRenderer->getDevice();
    HRESULT result       = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);

    ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
    if (FAILED(result))
    {
        return gl::Error(GL_OUT_OF_MEMORY,
                         "Failed to create internal texture storage SRV, result: 0x%X.", result);
    }

    d3d11::SetDebugName(*outSRV, "TexStorage2D.SRV");

    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_2D::getSwizzleTexture(ID3D11Resource **outTexture)
{
    ASSERT(outTexture);

    if (!mSwizzleTexture)
    {
        ID3D11Device *device = mRenderer->getDevice();

        D3D11_TEXTURE2D_DESC desc;
        desc.Width              = mTextureWidth;
        desc.Height             = mTextureHeight;
        desc.MipLevels          = mMipLevels;
        desc.ArraySize          = 1;
        desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).texFormat;
        desc.SampleDesc.Count   = 1;
        desc.SampleDesc.Quality = 0;
        desc.Usage              = D3D11_USAGE_DEFAULT;
        desc.BindFlags          = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
        desc.CPUAccessFlags     = 0;
        desc.MiscFlags          = 0;

        HRESULT result = device->CreateTexture2D(&desc, nullptr, &mSwizzleTexture);

        ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create internal swizzle texture, result: 0x%X.", result);
        }

        d3d11::SetDebugName(mSwizzleTexture, "TexStorage2D.SwizzleTexture");
    }

    *outTexture = mSwizzleTexture;
    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_2D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
{
    ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
    ASSERT(outRTV);

    if (!mSwizzleRenderTargets[mipLevel])
    {
        ID3D11Resource *swizzleTexture = nullptr;
        ANGLE_TRY(getSwizzleTexture(&swizzleTexture));

        ID3D11Device *device = mRenderer->getDevice();

        D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
        rtvDesc.Format =
            mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
        rtvDesc.ViewDimension      = D3D11_RTV_DIMENSION_TEXTURE2D;
        rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;

        HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc,
                                                        &mSwizzleRenderTargets[mipLevel]);

        ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create internal swizzle render target view, result: 0x%X.",
                             result);
        }
    }

    *outRTV = mSwizzleRenderTargets[mipLevel];
    return gl::NoError();
}

gl::Error TextureStorage11_2D::createDropStencilTexture()
{
    if (mDropStencilTexture)
    {
        return gl::NoError();
    }

    D3D11_TEXTURE2D_DESC dropDesc = {};
    dropDesc.ArraySize            = 1;
    dropDesc.BindFlags            = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;
    dropDesc.CPUAccessFlags       = 0;
    dropDesc.Format               = DXGI_FORMAT_R32_TYPELESS;
    dropDesc.Height               = mTextureHeight;
    dropDesc.MipLevels            = mMipLevels;
    dropDesc.MiscFlags            = 0;
    dropDesc.SampleDesc.Count     = 1;
    dropDesc.SampleDesc.Quality   = 0;
    dropDesc.Usage                = D3D11_USAGE_DEFAULT;
    dropDesc.Width                = mTextureWidth;

    ID3D11Device *device = mRenderer->getDevice();

    HRESULT hr = device->CreateTexture2D(&dropDesc, nullptr, &mDropStencilTexture);
    if (FAILED(hr))
    {
        return gl::Error(GL_INVALID_OPERATION, "Error creating drop stencil texture.");
    }
    d3d11::SetDebugName(mDropStencilTexture, "TexStorage2D.DropStencil");

    ANGLE_TRY(initDropStencilTexture(gl::ImageIndexIterator::Make2D(0, mMipLevels)));

    return gl::NoError();
}

TextureStorage11_External::TextureStorage11_External(
    Renderer11 *renderer,
    egl::Stream *stream,
    const egl::Stream::GLTextureDescription &glDesc)
    : TextureStorage11(renderer, D3D11_BIND_SHADER_RESOURCE, 0, glDesc.internalFormat)
{
    ASSERT(stream->getProducerType() == egl::Stream::ProducerType::D3D11TextureNV12);
    StreamProducerNV12 *producer = static_cast<StreamProducerNV12 *>(stream->getImplementation());
    mTexture                     = producer->getD3DTexture();
    mSubresourceIndex            = producer->getArraySlice();
    mTexture->AddRef();
    mMipLevels = 1;

    D3D11_TEXTURE2D_DESC desc;
    mTexture->GetDesc(&desc);
    mTextureWidth  = desc.Width;
    mTextureHeight = desc.Height;
    mTextureDepth  = 1;
    mHasKeyedMutex = (desc.MiscFlags & D3D11_RESOURCE_MISC_SHARED_KEYEDMUTEX) != 0;
}

TextureStorage11_External::~TextureStorage11_External()
{
    SafeRelease(mTexture);
    if (mHasKeyedMutex)
    {
        // If the keyed mutex is released that will unbind it and cause the state cache to become
        // desynchronized.
        mRenderer->getStateManager()->invalidateBoundViews();
    }
}

gl::Error TextureStorage11_External::copyToStorage(TextureStorage *destStorage)
{
    UNIMPLEMENTED();
    return gl::NoError();
}

void TextureStorage11_External::associateImage(Image11 *image, const gl::ImageIndex &index)
{
    ASSERT(index.mipIndex == 0);
    mAssociatedImage = image;
}

bool TextureStorage11_External::isAssociatedImageValid(const gl::ImageIndex &index,
                                                       Image11 *expectedImage)
{
    return (index.mipIndex == 0 && mAssociatedImage == expectedImage);
}

void TextureStorage11_External::disassociateImage(const gl::ImageIndex &index,
                                                  Image11 *expectedImage)
{
    ASSERT(index.mipIndex == 0);
    ASSERT(mAssociatedImage == expectedImage);
    mAssociatedImage = nullptr;
}

gl::Error TextureStorage11_External::releaseAssociatedImage(const gl::ImageIndex &index,
                                                            Image11 *incomingImage)
{
    ASSERT(index.mipIndex == 0);

    if (mAssociatedImage != nullptr && mAssociatedImage != incomingImage)
    {
        bool imageAssociationCorrect = mAssociatedImage->isAssociatedStorageValid(this);
        ASSERT(imageAssociationCorrect);

        if (imageAssociationCorrect)
        {
            ANGLE_TRY(mAssociatedImage->recoverFromAssociatedStorage());
        }
    }

    return gl::NoError();
}

gl::Error TextureStorage11_External::getResource(ID3D11Resource **outResource)
{
    *outResource = mTexture;
    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_External::getMippedResource(ID3D11Resource **outResource)
{
    *outResource = mTexture;
    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_External::getRenderTarget(const gl::ImageIndex &index,
                                                     RenderTargetD3D **outRT)
{
    // Render targets are not supported for external textures
    UNREACHABLE();
    return gl::Error(GL_INVALID_OPERATION);
}

gl::Error TextureStorage11_External::createSRV(int baseLevel,
                                               int mipLevels,
                                               DXGI_FORMAT format,
                                               ID3D11Resource *texture,
                                               ID3D11ShaderResourceView **outSRV) const
{
    // Since external textures are treates as non-mipmapped textures, we ignore mipmap levels and
    // use the specified subresource ID the storage was created with.
    ASSERT(mipLevels == 1);
    ASSERT(outSRV);

    D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
    srvDesc.Format        = format;
    srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
    // subresource index is equal to the mip level for 2D textures
    srvDesc.Texture2DArray.MostDetailedMip = 0;
    srvDesc.Texture2DArray.MipLevels       = 1;
    srvDesc.Texture2DArray.FirstArraySlice = mSubresourceIndex;
    srvDesc.Texture2DArray.ArraySize       = 1;

    ID3D11Resource *srvTexture = texture;

    ID3D11Device *device = mRenderer->getDevice();
    HRESULT result       = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);

    ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
    if (FAILED(result))
    {
        return gl::Error(GL_OUT_OF_MEMORY,
                         "Failed to create internal texture storage SRV, result: 0x%X.", result);
    }

    d3d11::SetDebugName(*outSRV, "TexStorage2D.SRV");

    return gl::NoError();
}

gl::Error TextureStorage11_External::getSwizzleTexture(ID3D11Resource **outTexture)
{
    UNIMPLEMENTED();
    return gl::Error(GL_INVALID_OPERATION);
}

gl::Error TextureStorage11_External::getSwizzleRenderTarget(int mipLevel,
                                                            ID3D11RenderTargetView **outRTV)
{
    UNIMPLEMENTED();
    return gl::Error(GL_INVALID_OPERATION);
}

TextureStorage11_EGLImage::TextureStorage11_EGLImage(Renderer11 *renderer,
                                                     EGLImageD3D *eglImage,
                                                     RenderTarget11 *renderTarget11)
    : TextureStorage11(renderer,
                       D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE,
                       0,
                       renderTarget11->getInternalFormat()),
      mImage(eglImage),
      mCurrentRenderTarget(0),
      mSwizzleTexture(nullptr),
      mSwizzleRenderTargets(gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS, nullptr)
{
    mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11);

    mMipLevels     = 1;
    mTextureWidth  = renderTarget11->getWidth();
    mTextureHeight = renderTarget11->getHeight();
    mTextureDepth  = 1;
}

TextureStorage11_EGLImage::~TextureStorage11_EGLImage()
{
    SafeRelease(mSwizzleTexture);
    for (size_t i = 0; i < mSwizzleRenderTargets.size(); i++)
    {
        SafeRelease(mSwizzleRenderTargets[i]);
    }
}

gl::Error TextureStorage11_EGLImage::getResource(ID3D11Resource **outResource)
{
    ANGLE_TRY(checkForUpdatedRenderTarget());

    RenderTarget11 *renderTarget11 = nullptr;
    ANGLE_TRY(getImageRenderTarget(&renderTarget11));
    *outResource = renderTarget11->getTexture();
    return gl::NoError();
}

gl::Error TextureStorage11_EGLImage::getSRV(const gl::TextureState &textureState,
                                            ID3D11ShaderResourceView **outSRV)
{
    ANGLE_TRY(checkForUpdatedRenderTarget());
    return TextureStorage11::getSRV(textureState, outSRV);
}

gl::Error TextureStorage11_EGLImage::getMippedResource(ID3D11Resource **)
{
    // This shouldn't be called unless the zero max LOD workaround is active.
    // EGL images are unavailable in this configuration.
    UNREACHABLE();
    return gl::Error(GL_INVALID_OPERATION);
}

gl::Error TextureStorage11_EGLImage::getRenderTarget(const gl::ImageIndex &index,
                                                     RenderTargetD3D **outRT)
{
    ASSERT(!index.hasLayer());
    ASSERT(index.mipIndex == 0);

    ANGLE_TRY(checkForUpdatedRenderTarget());

    return mImage->getRenderTarget(outRT);
}

gl::Error TextureStorage11_EGLImage::copyToStorage(TextureStorage *destStorage)
{
    ID3D11Resource *sourceResouce = nullptr;
    ANGLE_TRY(getResource(&sourceResouce));

    ASSERT(destStorage);
    TextureStorage11_2D *dest11  = GetAs<TextureStorage11_2D>(destStorage);
    ID3D11Resource *destResource = nullptr;
    ANGLE_TRY(dest11->getResource(&destResource));

    ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
    immediateContext->CopyResource(destResource, sourceResouce);

    dest11->markDirty();

    return gl::NoError();
}

void TextureStorage11_EGLImage::associateImage(Image11 *, const gl::ImageIndex &)
{
}

void TextureStorage11_EGLImage::disassociateImage(const gl::ImageIndex &, Image11 *)
{
}

bool TextureStorage11_EGLImage::isAssociatedImageValid(const gl::ImageIndex &, Image11 *)
{
    return false;
}

gl::Error TextureStorage11_EGLImage::releaseAssociatedImage(const gl::ImageIndex &, Image11 *)
{
    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_EGLImage::useLevelZeroWorkaroundTexture(bool)
{
    UNREACHABLE();
    return gl::Error(GL_INVALID_OPERATION);
}

gl::Error TextureStorage11_EGLImage::getSwizzleTexture(ID3D11Resource **outTexture)
{
    ASSERT(outTexture);

    if (!mSwizzleTexture)
    {
        ID3D11Device *device = mRenderer->getDevice();

        D3D11_TEXTURE2D_DESC desc;
        desc.Width              = mTextureWidth;
        desc.Height             = mTextureHeight;
        desc.MipLevels          = mMipLevels;
        desc.ArraySize          = 1;
        desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).texFormat;
        desc.SampleDesc.Count   = 1;
        desc.SampleDesc.Quality = 0;
        desc.Usage              = D3D11_USAGE_DEFAULT;
        desc.BindFlags          = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
        desc.CPUAccessFlags     = 0;
        desc.MiscFlags          = 0;

        HRESULT result = device->CreateTexture2D(&desc, nullptr, &mSwizzleTexture);

        ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create internal swizzle texture, result: 0x%X.", result);
        }

        d3d11::SetDebugName(mSwizzleTexture, "TexStorageEGLImage.SwizzleTexture");
    }

    *outTexture = mSwizzleTexture;
    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_EGLImage::getSwizzleRenderTarget(int mipLevel,
                                                            ID3D11RenderTargetView **outRTV)
{
    ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
    ASSERT(outRTV);

    if (!mSwizzleRenderTargets[mipLevel])
    {
        ID3D11Resource *swizzleTexture = nullptr;
        ANGLE_TRY(getSwizzleTexture(&swizzleTexture));

        ID3D11Device *device = mRenderer->getDevice();

        D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
        rtvDesc.Format =
            mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
        rtvDesc.ViewDimension      = D3D11_RTV_DIMENSION_TEXTURE2D;
        rtvDesc.Texture2D.MipSlice = mTopLevel + mipLevel;

        HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc,
                                                        &mSwizzleRenderTargets[mipLevel]);

        ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create internal swizzle render target view, result: 0x%X.",
                             result);
        }
    }

    *outRTV = mSwizzleRenderTargets[mipLevel];
    return gl::NoError();
}

gl::Error TextureStorage11_EGLImage::checkForUpdatedRenderTarget()
{
    RenderTarget11 *renderTarget11 = nullptr;
    ANGLE_TRY(getImageRenderTarget(&renderTarget11));

    if (mCurrentRenderTarget != reinterpret_cast<uintptr_t>(renderTarget11))
    {
        clearSRVCache();
        mCurrentRenderTarget = reinterpret_cast<uintptr_t>(renderTarget11);
    }

    return gl::NoError();
}

gl::Error TextureStorage11_EGLImage::createSRV(int baseLevel,
                                               int mipLevels,
                                               DXGI_FORMAT format,
                                               ID3D11Resource *texture,
                                               ID3D11ShaderResourceView **outSRV) const
{
    ASSERT(baseLevel == 0);
    ASSERT(mipLevels == 1);
    ASSERT(outSRV);

    // Create a new SRV only for the swizzle texture.  Otherwise just return the Image's
    // RenderTarget's SRV.
    if (texture == mSwizzleTexture)
    {
        D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
        srvDesc.Format                    = format;
        srvDesc.ViewDimension             = D3D11_SRV_DIMENSION_TEXTURE2D;
        srvDesc.Texture2D.MostDetailedMip = mTopLevel + baseLevel;
        srvDesc.Texture2D.MipLevels       = mipLevels;

        ID3D11Device *device = mRenderer->getDevice();
        HRESULT result       = device->CreateShaderResourceView(texture, &srvDesc, outSRV);

        ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create internal texture storage SRV, result: 0x%X.",
                             result);
        }

        d3d11::SetDebugName(*outSRV, "TexStorageEGLImage.SRV");
    }
    else
    {
        RenderTarget11 *renderTarget = nullptr;
        ANGLE_TRY(getImageRenderTarget(&renderTarget));

        ASSERT(texture == renderTarget->getTexture());

        *outSRV = renderTarget->getShaderResourceView();
        (*outSRV)->AddRef();
    }

    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_EGLImage::getImageRenderTarget(RenderTarget11 **outRT) const
{
    RenderTargetD3D *renderTargetD3D = nullptr;
    ANGLE_TRY(mImage->getRenderTarget(&renderTargetD3D));
    *outRT = GetAs<RenderTarget11>(renderTargetD3D);
    return gl::NoError();
}

TextureStorage11_Cube::TextureStorage11_Cube(Renderer11 *renderer,
                                             GLenum internalformat,
                                             bool renderTarget,
                                             int size,
                                             int levels,
                                             bool hintLevelZeroOnly)
    : TextureStorage11(
          renderer,
          GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
          GetTextureMiscFlags(internalformat,
                              renderer->getRenderer11DeviceCaps(),
                              renderTarget,
                              levels),
          internalformat),
      mTexture(nullptr),
      mLevelZeroTexture(nullptr),
      mUseLevelZeroTexture(hintLevelZeroOnly && levels > 1),
      mSwizzleTexture(nullptr)
{
    for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
    {
        mSwizzleRenderTargets[level] = nullptr;
        for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
        {
            mAssociatedImages[face][level] = nullptr;
            mRenderTarget[face][level]     = nullptr;
        }
    }

    for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
    {
        mLevelZeroRenderTarget[face] = nullptr;
    }

    // adjust size if needed for compressed textures
    int height = size;
    d3d11::MakeValidSize(false, mFormatInfo.texFormat, &size, &height, &mTopLevel);

    mMipLevels     = mTopLevel + levels;
    mTextureWidth  = size;
    mTextureHeight = size;
    mTextureDepth  = 1;

    // The LevelZeroOnly hint should only be true if the zero max LOD workaround is active.
    ASSERT(!mUseLevelZeroTexture || mRenderer->getWorkarounds().zeroMaxLodWorkaround);
}

TextureStorage11_Cube::~TextureStorage11_Cube()
{
    for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
    {
        for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
        {
            if (mAssociatedImages[face][level] != nullptr)
            {
                bool imageAssociationCorrect =
                    mAssociatedImages[face][level]->isAssociatedStorageValid(this);
                ASSERT(imageAssociationCorrect);

                if (imageAssociationCorrect)
                {
                    // We must let the Images recover their data before we delete it from the
                    // TextureStorage.
                    mAssociatedImages[face][level]->recoverFromAssociatedStorage();
                }
            }
        }
    }

    SafeRelease(mTexture);
    SafeRelease(mSwizzleTexture);
    SafeRelease(mLevelZeroTexture);

    for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
    {
        SafeDelete(mLevelZeroRenderTarget[face]);
    }

    for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
    {
        SafeRelease(mSwizzleRenderTargets[level]);
        for (unsigned int face = 0; face < CUBE_FACE_COUNT; face++)
        {
            SafeDelete(mRenderTarget[face][level]);
        }
    }
}

UINT TextureStorage11_Cube::getSubresourceIndex(const gl::ImageIndex &index) const
{
    if (mRenderer->getWorkarounds().zeroMaxLodWorkaround && mUseLevelZeroTexture &&
        index.mipIndex == 0)
    {
        UINT arraySlice  = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
        UINT subresource = D3D11CalcSubresource(0, arraySlice, 1);
        ASSERT(subresource != std::numeric_limits<UINT>::max());
        return subresource;
    }
    else
    {
        UINT mipSlice    = static_cast<UINT>(index.mipIndex + mTopLevel);
        UINT arraySlice  = static_cast<UINT>(index.hasLayer() ? index.layerIndex : 0);
        UINT subresource = D3D11CalcSubresource(mipSlice, arraySlice, mMipLevels);
        ASSERT(subresource != std::numeric_limits<UINT>::max());
        return subresource;
    }
}

gl::Error TextureStorage11_Cube::copyToStorage(TextureStorage *destStorage)
{
    ASSERT(destStorage);

    TextureStorage11_Cube *dest11 = GetAs<TextureStorage11_Cube>(destStorage);

    if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
    {
        ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();

        // If either mTexture or mLevelZeroTexture exist, then we need to copy them into the
        // corresponding textures in destStorage.
        if (mTexture)
        {
            ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(false));

            ID3D11Resource *destResource = nullptr;
            ANGLE_TRY(dest11->getResource(&destResource));

            immediateContext->CopyResource(destResource, mTexture);
        }

        if (mLevelZeroTexture)
        {
            ANGLE_TRY(dest11->useLevelZeroWorkaroundTexture(true));

            ID3D11Resource *destResource = nullptr;
            ANGLE_TRY(dest11->getResource(&destResource));

            immediateContext->CopyResource(destResource, mLevelZeroTexture);
        }
    }
    else
    {
        ID3D11Resource *sourceResouce = nullptr;
        ANGLE_TRY(getResource(&sourceResouce));

        ID3D11Resource *destResource = nullptr;
        ANGLE_TRY(dest11->getResource(&destResource));

        ID3D11DeviceContext *immediateContext = mRenderer->getDeviceContext();
        immediateContext->CopyResource(destResource, sourceResouce);
    }

    dest11->markDirty();

    return gl::NoError();
}

gl::Error TextureStorage11_Cube::useLevelZeroWorkaroundTexture(bool useLevelZeroTexture)
{
    if (useLevelZeroTexture && mMipLevels > 1)
    {
        if (!mUseLevelZeroTexture && mTexture)
        {
            ANGLE_TRY(ensureTextureExists(1));

            // Pull data back from the mipped texture if necessary.
            ASSERT(mLevelZeroTexture);
            ID3D11DeviceContext *context = mRenderer->getDeviceContext();

            for (int face = 0; face < 6; face++)
            {
                context->CopySubresourceRegion(mLevelZeroTexture, D3D11CalcSubresource(0, face, 1),
                                               0, 0, 0, mTexture, face * mMipLevels, nullptr);
            }
        }

        mUseLevelZeroTexture = true;
    }
    else
    {
        if (mUseLevelZeroTexture && mLevelZeroTexture)
        {
            ANGLE_TRY(ensureTextureExists(mMipLevels));

            // Pull data back from the level zero texture if necessary.
            ASSERT(mTexture);
            ID3D11DeviceContext *context = mRenderer->getDeviceContext();

            for (int face = 0; face < 6; face++)
            {
                context->CopySubresourceRegion(mTexture, D3D11CalcSubresource(0, face, mMipLevels),
                                               0, 0, 0, mLevelZeroTexture, face, nullptr);
            }
        }

        mUseLevelZeroTexture = false;
    }

    return gl::NoError();
}

void TextureStorage11_Cube::associateImage(Image11 *image, const gl::ImageIndex &index)
{
    const GLint level       = index.mipIndex;
    const GLint layerTarget = index.layerIndex;

    ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
    ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT));

    if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
    {
        if (0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT))
        {
            mAssociatedImages[layerTarget][level] = image;
        }
    }
}

bool TextureStorage11_Cube::isAssociatedImageValid(const gl::ImageIndex &index,
                                                   Image11 *expectedImage)
{
    const GLint level       = index.mipIndex;
    const GLint layerTarget = index.layerIndex;

    if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
    {
        if (0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT))
        {
            // This validation check should never return false. It means the Image/TextureStorage
            // association is broken.
            bool retValue = (mAssociatedImages[layerTarget][level] == expectedImage);
            ASSERT(retValue);
            return retValue;
        }
    }

    return false;
}

// disassociateImage allows an Image to end its association with a Storage.
void TextureStorage11_Cube::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
{
    const GLint level       = index.mipIndex;
    const GLint layerTarget = index.layerIndex;

    ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
    ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT));

    if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
    {
        if (0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT))
        {
            ASSERT(mAssociatedImages[layerTarget][level] == expectedImage);

            if (mAssociatedImages[layerTarget][level] == expectedImage)
            {
                mAssociatedImages[layerTarget][level] = nullptr;
            }
        }
    }
}

// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
// recover its data before ending the association.
gl::Error TextureStorage11_Cube::releaseAssociatedImage(const gl::ImageIndex &index,
                                                        Image11 *incomingImage)
{
    const GLint level       = index.mipIndex;
    const GLint layerTarget = index.layerIndex;

    ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
    ASSERT(0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT));

    if ((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS))
    {
        if (0 <= layerTarget && layerTarget < static_cast<GLint>(CUBE_FACE_COUNT))
        {
            // No need to let the old Image recover its data, if it is also the incoming Image.
            if (mAssociatedImages[layerTarget][level] != nullptr &&
                mAssociatedImages[layerTarget][level] != incomingImage)
            {
                // Ensure that the Image is still associated with this TextureStorage. This should
                // be true.
                bool imageAssociationCorrect =
                    mAssociatedImages[layerTarget][level]->isAssociatedStorageValid(this);
                ASSERT(imageAssociationCorrect);

                if (imageAssociationCorrect)
                {
                    // Force the image to recover from storage before its data is overwritten.
                    // This will reset mAssociatedImages[level] to nullptr too.
                    ANGLE_TRY(
                        mAssociatedImages[layerTarget][level]->recoverFromAssociatedStorage());
                }
            }
        }
    }

    return gl::NoError();
}

gl::Error TextureStorage11_Cube::getResource(ID3D11Resource **outResource)
{
    if (mUseLevelZeroTexture && mMipLevels > 1)
    {
        ANGLE_TRY(ensureTextureExists(1));
        *outResource = mLevelZeroTexture;
        return gl::NoError();
    }
    else
    {
        ANGLE_TRY(ensureTextureExists(mMipLevels));
        *outResource = mTexture;
        return gl::NoError();
    }
}

gl::Error TextureStorage11_Cube::getMippedResource(ID3D11Resource **outResource)
{
    // This shouldn't be called unless the zero max LOD workaround is active.
    ASSERT(mRenderer->getWorkarounds().zeroMaxLodWorkaround);

    ANGLE_TRY(ensureTextureExists(mMipLevels));
    *outResource = mTexture;
    return gl::NoError();
}

gl::Error TextureStorage11_Cube::ensureTextureExists(int mipLevels)
{
    // If mMipLevels = 1 then always use mTexture rather than mLevelZeroTexture.
    bool useLevelZeroTexture = mRenderer->getWorkarounds().zeroMaxLodWorkaround
                                   ? (mipLevels == 1) && (mMipLevels > 1)
                                   : false;
    ID3D11Texture2D **outputTexture = useLevelZeroTexture ? &mLevelZeroTexture : &mTexture;

    // if the size is not positive this should be treated as an incomplete texture
    // we handle that here by skipping the d3d texture creation
    if (*outputTexture == nullptr && mTextureWidth > 0 && mTextureHeight > 0)
    {
        ASSERT(mMipLevels > 0);

        ID3D11Device *device = mRenderer->getDevice();

        D3D11_TEXTURE2D_DESC desc;
        desc.Width              = mTextureWidth;
        desc.Height             = mTextureHeight;
        desc.MipLevels          = mipLevels;
        desc.ArraySize          = CUBE_FACE_COUNT;
        desc.Format             = mFormatInfo.texFormat;
        desc.SampleDesc.Count   = 1;
        desc.SampleDesc.Quality = 0;
        desc.Usage              = D3D11_USAGE_DEFAULT;
        desc.BindFlags          = getBindFlags();
        desc.CPUAccessFlags     = 0;
        desc.MiscFlags          = D3D11_RESOURCE_MISC_TEXTURECUBE | getMiscFlags();

        HRESULT result = device->CreateTexture2D(&desc, nullptr, outputTexture);

        // this can happen from windows TDR
        if (d3d11::isDeviceLostError(result))
        {
            mRenderer->notifyDeviceLost();
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create cube texture storage, result: 0x%X.", result);
        }
        else if (FAILED(result))
        {
            ASSERT(result == E_OUTOFMEMORY);
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create cube texture storage, result: 0x%X.", result);
        }

        d3d11::SetDebugName(*outputTexture, "TexStorageCube.Texture");
    }

    return gl::NoError();
}

gl::Error TextureStorage11_Cube::createRenderTargetSRV(ID3D11Resource *texture,
                                                       const gl::ImageIndex &index,
                                                       DXGI_FORMAT resourceFormat,
                                                       ID3D11ShaderResourceView **srv) const
{
    ID3D11Device *device = mRenderer->getDevice();
    D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
    srvDesc.Format                         = resourceFormat;
    srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + index.mipIndex;
    srvDesc.Texture2DArray.MipLevels       = 1;
    srvDesc.Texture2DArray.FirstArraySlice = index.layerIndex;
    srvDesc.Texture2DArray.ArraySize       = 1;

    if (mRenderer->getRenderer11DeviceCaps().featureLevel <= D3D_FEATURE_LEVEL_9_3)
    {
        srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
    }
    else
    {
        // Will be used with Texture2D sampler, not TextureCube
        srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
    }

    HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, srv);

    ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
    if (FAILED(result))
    {
        return gl::Error(
            GL_OUT_OF_MEMORY,
            "Failed to create internal shader resource view for texture storage, result: 0x%X.",
            result);
    }
    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_Cube::getRenderTarget(const gl::ImageIndex &index,
                                                 RenderTargetD3D **outRT)
{
    const int faceIndex = index.layerIndex;
    const int level     = index.mipIndex;

    ASSERT(level >= 0 && level < getLevelCount());
    ASSERT(faceIndex >= 0 && faceIndex < static_cast<GLint>(CUBE_FACE_COUNT));

    if (!mRenderTarget[faceIndex][level])
    {
        ID3D11Device *device = mRenderer->getDevice();
        HRESULT result;

        ID3D11Resource *texture = nullptr;
        ANGLE_TRY(getResource(&texture));

        if (mUseLevelZeroTexture)
        {
            if (!mLevelZeroRenderTarget[faceIndex])
            {
                D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
                rtvDesc.Format                         = mFormatInfo.rtvFormat;
                rtvDesc.ViewDimension                  = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
                rtvDesc.Texture2DArray.MipSlice        = mTopLevel + level;
                rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
                rtvDesc.Texture2DArray.ArraySize       = 1;

                ID3D11RenderTargetView *rtv;
                result = device->CreateRenderTargetView(mLevelZeroTexture, &rtvDesc, &rtv);

                if (result == E_OUTOFMEMORY)
                {
                    return gl::Error(GL_OUT_OF_MEMORY,
                                     "Failed to create internal render target view for texture "
                                     "storage, result: 0x%X.",
                                     result);
                }
                ASSERT(SUCCEEDED(result));

                mLevelZeroRenderTarget[faceIndex] = new TextureRenderTarget11(
                    rtv, mLevelZeroTexture, nullptr, nullptr, mFormatInfo.internalFormat,
                    getFormatSet(), getLevelWidth(level), getLevelHeight(level), 1, 0);

                // RenderTarget will take ownership of these resources
                SafeRelease(rtv);
            }

            ASSERT(outRT);
            *outRT = mLevelZeroRenderTarget[faceIndex];
            return gl::Error(GL_NO_ERROR);
        }

        ID3D11ShaderResourceView *srv = nullptr;
        ANGLE_TRY(createRenderTargetSRV(texture, index, mFormatInfo.srvFormat, &srv));
        ID3D11ShaderResourceView *blitSRV = nullptr;
        if (mFormatInfo.blitSRVFormat != mFormatInfo.srvFormat)
        {
            gl::Error error =
                createRenderTargetSRV(texture, index, mFormatInfo.blitSRVFormat, &blitSRV);
            if (error.isError())
            {
                SafeRelease(srv);
                return error;
            }
        }
        else
        {
            blitSRV = srv;
            blitSRV->AddRef();
        }

        d3d11::SetDebugName(srv, "TexStorageCube.RenderTargetSRV");

        if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
        {
            D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
            rtvDesc.Format                         = mFormatInfo.rtvFormat;
            rtvDesc.ViewDimension                  = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
            rtvDesc.Texture2DArray.MipSlice        = mTopLevel + level;
            rtvDesc.Texture2DArray.FirstArraySlice = faceIndex;
            rtvDesc.Texture2DArray.ArraySize       = 1;

            ID3D11RenderTargetView *rtv;
            result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);

            ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
            if (FAILED(result))
            {
                SafeRelease(srv);
                SafeRelease(blitSRV);
                return gl::Error(GL_OUT_OF_MEMORY,
                                 "Failed to create internal render target view for texture "
                                 "storage, result: 0x%X.",
                                 result);
            }

            d3d11::SetDebugName(rtv, "TexStorageCube.RenderTargetRTV");

            mRenderTarget[faceIndex][level] = new TextureRenderTarget11(
                rtv, texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
                getLevelWidth(level), getLevelHeight(level), 1, 0);

            // RenderTarget will take ownership of these resources
            SafeRelease(rtv);
            SafeRelease(srv);
            SafeRelease(blitSRV);
        }
        else if (mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN)
        {
            D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
            dsvDesc.Format                         = mFormatInfo.dsvFormat;
            dsvDesc.ViewDimension                  = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
            dsvDesc.Flags                          = 0;
            dsvDesc.Texture2DArray.MipSlice        = mTopLevel + level;
            dsvDesc.Texture2DArray.FirstArraySlice = faceIndex;
            dsvDesc.Texture2DArray.ArraySize       = 1;

            ID3D11DepthStencilView *dsv;
            result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);

            ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
            if (FAILED(result))
            {
                SafeRelease(srv);
                SafeRelease(blitSRV);
                return gl::Error(GL_OUT_OF_MEMORY,
                                 "Failed to create internal depth stencil view for texture "
                                 "storage, result: 0x%X.",
                                 result);
            }

            d3d11::SetDebugName(dsv, "TexStorageCube.RenderTargetDSV");

            mRenderTarget[faceIndex][level] = new TextureRenderTarget11(
                dsv, texture, srv, mFormatInfo.internalFormat, getFormatSet(), getLevelWidth(level),
                getLevelHeight(level), 1, 0);

            // RenderTarget will take ownership of these resources
            SafeRelease(dsv);
            SafeRelease(srv);
            SafeRelease(blitSRV);
        }
        else
        {
            UNREACHABLE();
        }
    }

    ASSERT(outRT);
    *outRT = mRenderTarget[faceIndex][level];
    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_Cube::createSRV(int baseLevel,
                                           int mipLevels,
                                           DXGI_FORMAT format,
                                           ID3D11Resource *texture,
                                           ID3D11ShaderResourceView **outSRV) const
{
    ASSERT(outSRV);

    D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
    srvDesc.Format = format;

    // Unnormalized integer cube maps are not supported by DX11; we emulate them as an array of six
    // 2D textures
    const GLenum componentType = d3d11::GetComponentType(format);
    if (componentType == GL_INT || componentType == GL_UNSIGNED_INT)
    {
        srvDesc.ViewDimension                  = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
        srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
        srvDesc.Texture2DArray.MipLevels       = mipLevels;
        srvDesc.Texture2DArray.FirstArraySlice = 0;
        srvDesc.Texture2DArray.ArraySize       = CUBE_FACE_COUNT;
    }
    else
    {
        srvDesc.ViewDimension               = D3D11_SRV_DIMENSION_TEXTURECUBE;
        srvDesc.TextureCube.MipLevels       = mipLevels;
        srvDesc.TextureCube.MostDetailedMip = mTopLevel + baseLevel;
    }

    ID3D11Resource *srvTexture = texture;

    if (mRenderer->getWorkarounds().zeroMaxLodWorkaround)
    {
        ASSERT(mTopLevel == 0);
        ASSERT(baseLevel == 0);
        // This code also assumes that the incoming texture equals either mLevelZeroTexture or
        // mTexture.

        if (mipLevels == 1 && mMipLevels > 1)
        {
            // We must use a SRV on the level-zero-only texture.
            ASSERT(mLevelZeroTexture != nullptr && texture == mLevelZeroTexture);
            srvTexture = mLevelZeroTexture;
        }
        else
        {
            ASSERT(mipLevels == static_cast<int>(mMipLevels));
            ASSERT(mTexture != nullptr && texture == mTexture);
            srvTexture = mTexture;
        }
    }

    ID3D11Device *device = mRenderer->getDevice();
    HRESULT result       = device->CreateShaderResourceView(srvTexture, &srvDesc, outSRV);

    ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
    if (FAILED(result))
    {
        return gl::Error(GL_OUT_OF_MEMORY,
                         "Failed to create internal texture storage SRV, result: 0x%X.", result);
    }

    d3d11::SetDebugName(*outSRV, "TexStorageCube.SRV");

    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_Cube::getSwizzleTexture(ID3D11Resource **outTexture)
{
    ASSERT(outTexture);

    if (!mSwizzleTexture)
    {
        ID3D11Device *device = mRenderer->getDevice();

        D3D11_TEXTURE2D_DESC desc;
        desc.Width              = mTextureWidth;
        desc.Height             = mTextureHeight;
        desc.MipLevels          = mMipLevels;
        desc.ArraySize          = CUBE_FACE_COUNT;
        desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).texFormat;
        desc.SampleDesc.Count   = 1;
        desc.SampleDesc.Quality = 0;
        desc.Usage              = D3D11_USAGE_DEFAULT;
        desc.BindFlags          = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
        desc.CPUAccessFlags     = 0;
        desc.MiscFlags          = D3D11_RESOURCE_MISC_TEXTURECUBE;

        HRESULT result = device->CreateTexture2D(&desc, nullptr, &mSwizzleTexture);

        ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create internal swizzle texture, result: 0x%X.", result);
        }

        d3d11::SetDebugName(*outTexture, "TexStorageCube.SwizzleTexture");
    }

    *outTexture = mSwizzleTexture;
    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_Cube::getSwizzleRenderTarget(int mipLevel,
                                                        ID3D11RenderTargetView **outRTV)
{
    ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
    ASSERT(outRTV);

    if (!mSwizzleRenderTargets[mipLevel])
    {
        ID3D11Resource *swizzleTexture = nullptr;
        ANGLE_TRY(getSwizzleTexture(&swizzleTexture));

        ID3D11Device *device = mRenderer->getDevice();

        D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
        rtvDesc.Format =
            mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
        rtvDesc.ViewDimension                  = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
        rtvDesc.Texture2DArray.MipSlice        = mTopLevel + mipLevel;
        rtvDesc.Texture2DArray.FirstArraySlice = 0;
        rtvDesc.Texture2DArray.ArraySize       = CUBE_FACE_COUNT;

        HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc,
                                                        &mSwizzleRenderTargets[mipLevel]);

        ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create internal swizzle render target view, result: 0x%X.",
                             result);
        }
    }

    *outRTV = mSwizzleRenderTargets[mipLevel];
    return gl::NoError();
}

gl::Error TextureStorage11::initDropStencilTexture(const gl::ImageIndexIterator &it)
{
    ID3D11Resource *resource = nullptr;
    ANGLE_TRY(getResource(&resource));
    TextureHelper11 sourceTexture = TextureHelper11::MakeAndReference(resource, mFormatInfo);
    TextureHelper11 destTexture   = TextureHelper11::MakeAndReference(
        mDropStencilTexture,
        d3d11::Format::Get(GL_DEPTH_COMPONENT32F, mRenderer->getRenderer11DeviceCaps()));

    gl::ImageIndexIterator itCopy = it;

    while (itCopy.hasNext())
    {
        gl::ImageIndex index = itCopy.next();
        gl::Box wholeArea(0, 0, 0, getLevelWidth(index.mipIndex), getLevelHeight(index.mipIndex),
                          1);
        gl::Extents wholeSize(wholeArea.width, wholeArea.height, 1);
        UINT subresource = getSubresourceIndex(index);
        ANGLE_TRY(mRenderer->getBlitter()->copyDepthStencil(sourceTexture, subresource, wholeArea,
                                                            wholeSize, destTexture, subresource,
                                                            wholeArea, wholeSize, nullptr));
    }

    return gl::NoError();
}

gl::Error TextureStorage11_Cube::createDropStencilTexture()
{
    if (mDropStencilTexture)
    {
        return gl::NoError();
    }

    D3D11_TEXTURE2D_DESC dropDesc = {};
    dropDesc.ArraySize            = 6;
    dropDesc.BindFlags            = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;
    dropDesc.CPUAccessFlags       = 0;
    dropDesc.Format               = DXGI_FORMAT_R32_TYPELESS;
    dropDesc.Height               = mTextureHeight;
    dropDesc.MipLevels            = mMipLevels;
    dropDesc.MiscFlags            = D3D11_RESOURCE_MISC_TEXTURECUBE;
    dropDesc.SampleDesc.Count     = 1;
    dropDesc.SampleDesc.Quality   = 0;
    dropDesc.Usage                = D3D11_USAGE_DEFAULT;
    dropDesc.Width                = mTextureWidth;

    ID3D11Device *device = mRenderer->getDevice();

    HRESULT hr = device->CreateTexture2D(&dropDesc, nullptr, &mDropStencilTexture);
    if (FAILED(hr))
    {
        return gl::Error(GL_INVALID_OPERATION, "Error creating drop stencil texture.");
    }
    d3d11::SetDebugName(mDropStencilTexture, "TexStorageCube.DropStencil");

    ANGLE_TRY(initDropStencilTexture(gl::ImageIndexIterator::MakeCube(0, mMipLevels)));

    return gl::NoError();
}

TextureStorage11_3D::TextureStorage11_3D(Renderer11 *renderer,
                                         GLenum internalformat,
                                         bool renderTarget,
                                         GLsizei width,
                                         GLsizei height,
                                         GLsizei depth,
                                         int levels)
    : TextureStorage11(
          renderer,
          GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
          GetTextureMiscFlags(internalformat,
                              renderer->getRenderer11DeviceCaps(),
                              renderTarget,
                              levels),
          internalformat)
{
    mTexture        = nullptr;
    mSwizzleTexture = nullptr;

    for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
    {
        mAssociatedImages[i]     = nullptr;
        mLevelRenderTargets[i]   = nullptr;
        mSwizzleRenderTargets[i] = nullptr;
    }

    // adjust size if needed for compressed textures
    d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);

    mMipLevels     = mTopLevel + levels;
    mTextureWidth  = width;
    mTextureHeight = height;
    mTextureDepth  = depth;
}

TextureStorage11_3D::~TextureStorage11_3D()
{
    for (unsigned i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
    {
        if (mAssociatedImages[i] != nullptr)
        {
            bool imageAssociationCorrect = mAssociatedImages[i]->isAssociatedStorageValid(this);
            ASSERT(imageAssociationCorrect);

            if (imageAssociationCorrect)
            {
                // We must let the Images recover their data before we delete it from the
                // TextureStorage.
                mAssociatedImages[i]->recoverFromAssociatedStorage();
            }
        }
    }

    SafeRelease(mTexture);
    SafeRelease(mSwizzleTexture);

    for (RenderTargetMap::iterator i = mLevelLayerRenderTargets.begin();
         i != mLevelLayerRenderTargets.end(); i++)
    {
        SafeDelete(i->second);
    }
    mLevelLayerRenderTargets.clear();

    for (unsigned int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
    {
        SafeDelete(mLevelRenderTargets[i]);
        SafeRelease(mSwizzleRenderTargets[i]);
    }
}

void TextureStorage11_3D::associateImage(Image11 *image, const gl::ImageIndex &index)
{
    const GLint level = index.mipIndex;

    ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);

    if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
    {
        mAssociatedImages[level] = image;
    }
}

bool TextureStorage11_3D::isAssociatedImageValid(const gl::ImageIndex &index,
                                                 Image11 *expectedImage)
{
    const GLint level = index.mipIndex;

    if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
    {
        // This validation check should never return false. It means the Image/TextureStorage
        // association is broken.
        bool retValue = (mAssociatedImages[level] == expectedImage);
        ASSERT(retValue);
        return retValue;
    }

    return false;
}

// disassociateImage allows an Image to end its association with a Storage.
void TextureStorage11_3D::disassociateImage(const gl::ImageIndex &index, Image11 *expectedImage)
{
    const GLint level = index.mipIndex;

    ASSERT(0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);

    if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
    {
        ASSERT(mAssociatedImages[level] == expectedImage);

        if (mAssociatedImages[level] == expectedImage)
        {
            mAssociatedImages[level] = nullptr;
        }
    }
}

// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
// recover its data before ending the association.
gl::Error TextureStorage11_3D::releaseAssociatedImage(const gl::ImageIndex &index,
                                                      Image11 *incomingImage)
{
    const GLint level = index.mipIndex;

    ASSERT((0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS));

    if (0 <= level && level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
    {
        // No need to let the old Image recover its data, if it is also the incoming Image.
        if (mAssociatedImages[level] != nullptr && mAssociatedImages[level] != incomingImage)
        {
            // Ensure that the Image is still associated with this TextureStorage. This should be
            // true.
            bool imageAssociationCorrect = mAssociatedImages[level]->isAssociatedStorageValid(this);
            ASSERT(imageAssociationCorrect);

            if (imageAssociationCorrect)
            {
                // Force the image to recover from storage before its data is overwritten.
                // This will reset mAssociatedImages[level] to nullptr too.
                ANGLE_TRY(mAssociatedImages[level]->recoverFromAssociatedStorage());
            }
        }
    }

    return gl::NoError();
}

gl::Error TextureStorage11_3D::getResource(ID3D11Resource **outResource)
{
    // If the width, height or depth are not positive this should be treated as an incomplete
    // texture. We handle that here by skipping the d3d texture creation.
    if (mTexture == nullptr && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
    {
        ASSERT(mMipLevels > 0);

        ID3D11Device *device = mRenderer->getDevice();

        D3D11_TEXTURE3D_DESC desc;
        desc.Width          = mTextureWidth;
        desc.Height         = mTextureHeight;
        desc.Depth          = mTextureDepth;
        desc.MipLevels      = mMipLevels;
        desc.Format         = mFormatInfo.texFormat;
        desc.Usage          = D3D11_USAGE_DEFAULT;
        desc.BindFlags      = getBindFlags();
        desc.CPUAccessFlags = 0;
        desc.MiscFlags      = getMiscFlags();

        HRESULT result = device->CreateTexture3D(&desc, nullptr, &mTexture);

        // this can happen from windows TDR
        if (d3d11::isDeviceLostError(result))
        {
            mRenderer->notifyDeviceLost();
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.",
                             result);
        }
        else if (FAILED(result))
        {
            ASSERT(result == E_OUTOFMEMORY);
            return gl::Error(GL_OUT_OF_MEMORY, "Failed to create 3D texture storage, result: 0x%X.",
                             result);
        }

        d3d11::SetDebugName(mTexture, "TexStorage3D.Texture");
    }

    *outResource = mTexture;
    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_3D::createSRV(int baseLevel,
                                         int mipLevels,
                                         DXGI_FORMAT format,
                                         ID3D11Resource *texture,
                                         ID3D11ShaderResourceView **outSRV) const
{
    ASSERT(outSRV);

    D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
    srvDesc.Format                    = format;
    srvDesc.ViewDimension             = D3D11_SRV_DIMENSION_TEXTURE3D;
    srvDesc.Texture3D.MostDetailedMip = baseLevel;
    srvDesc.Texture3D.MipLevels       = mipLevels;

    ID3D11Device *device = mRenderer->getDevice();
    HRESULT result       = device->CreateShaderResourceView(texture, &srvDesc, outSRV);

    ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
    if (FAILED(result))
    {
        return gl::Error(GL_OUT_OF_MEMORY,
                         "Failed to create internal texture storage SRV, result: 0x%X.", result);
    }

    d3d11::SetDebugName(*outSRV, "TexStorage3D.SRV");

    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_3D::getRenderTarget(const gl::ImageIndex &index, RenderTargetD3D **outRT)
{
    const int mipLevel = index.mipIndex;
    ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());

    ASSERT(mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN);

    if (!index.hasLayer())
    {
        if (!mLevelRenderTargets[mipLevel])
        {
            ID3D11Resource *texture = nullptr;
            ANGLE_TRY(getResource(&texture));

            ID3D11ShaderResourceView *srv = nullptr;
            ANGLE_TRY(getSRVLevel(mipLevel, false, &srv));

            ID3D11ShaderResourceView *blitSRV = nullptr;
            ANGLE_TRY(getSRVLevel(mipLevel, true, &blitSRV));

            ID3D11Device *device = mRenderer->getDevice();

            D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
            rtvDesc.Format                = mFormatInfo.rtvFormat;
            rtvDesc.ViewDimension         = D3D11_RTV_DIMENSION_TEXTURE3D;
            rtvDesc.Texture3D.MipSlice    = mTopLevel + mipLevel;
            rtvDesc.Texture3D.FirstWSlice = 0;
            rtvDesc.Texture3D.WSize       = static_cast<UINT>(-1);

            ID3D11RenderTargetView *rtv;
            HRESULT result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);

            ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
            if (FAILED(result))
            {
                SafeRelease(srv);
                SafeRelease(blitSRV);
                return gl::Error(GL_OUT_OF_MEMORY,
                                 "Failed to create internal render target view for texture "
                                 "storage, result: 0x%X.",
                                 result);
            }

            d3d11::SetDebugName(rtv, "TexStorage3D.RTV");

            mLevelRenderTargets[mipLevel] = new TextureRenderTarget11(
                rtv, texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
                getLevelWidth(mipLevel), getLevelHeight(mipLevel), getLevelDepth(mipLevel), 0);

            // RenderTarget will take ownership of these resources
            SafeRelease(rtv);
        }

        ASSERT(outRT);
        *outRT = mLevelRenderTargets[mipLevel];
        return gl::Error(GL_NO_ERROR);
    }
    else
    {
        const int layer = index.layerIndex;

        LevelLayerKey key(mipLevel, layer);
        if (mLevelLayerRenderTargets.find(key) == mLevelLayerRenderTargets.end())
        {
            ID3D11Device *device = mRenderer->getDevice();
            HRESULT result;

            ID3D11Resource *texture = nullptr;
            ANGLE_TRY(getResource(&texture));

            // TODO, what kind of SRV is expected here?
            ID3D11ShaderResourceView *srv     = nullptr;
            ID3D11ShaderResourceView *blitSRV = nullptr;

            D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
            rtvDesc.Format                = mFormatInfo.rtvFormat;
            rtvDesc.ViewDimension         = D3D11_RTV_DIMENSION_TEXTURE3D;
            rtvDesc.Texture3D.MipSlice    = mTopLevel + mipLevel;
            rtvDesc.Texture3D.FirstWSlice = layer;
            rtvDesc.Texture3D.WSize       = 1;

            ID3D11RenderTargetView *rtv;
            result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);

            ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
            if (FAILED(result))
            {
                SafeRelease(srv);
                SafeRelease(blitSRV);
                return gl::Error(GL_OUT_OF_MEMORY,
                                 "Failed to create internal render target view for texture "
                                 "storage, result: 0x%X.",
                                 result);
            }
            ASSERT(SUCCEEDED(result));

            d3d11::SetDebugName(rtv, "TexStorage3D.LayerRTV");

            mLevelLayerRenderTargets[key] = new TextureRenderTarget11(
                rtv, texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
                getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);

            // RenderTarget will take ownership of these resources
            SafeRelease(rtv);
        }

        ASSERT(outRT);
        *outRT = mLevelLayerRenderTargets[key];
        return gl::NoError();
    }
}

gl::Error TextureStorage11_3D::getSwizzleTexture(ID3D11Resource **outTexture)
{
    ASSERT(outTexture);

    if (!mSwizzleTexture)
    {
        ID3D11Device *device = mRenderer->getDevice();

        D3D11_TEXTURE3D_DESC desc;
        desc.Width          = mTextureWidth;
        desc.Height         = mTextureHeight;
        desc.Depth          = mTextureDepth;
        desc.MipLevels      = mMipLevels;
        desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).texFormat;
        desc.Usage          = D3D11_USAGE_DEFAULT;
        desc.BindFlags      = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
        desc.CPUAccessFlags = 0;
        desc.MiscFlags      = 0;

        HRESULT result = device->CreateTexture3D(&desc, nullptr, &mSwizzleTexture);

        ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create internal swizzle texture, result: 0x%X.", result);
        }

        d3d11::SetDebugName(mSwizzleTexture, "TexStorage3D.SwizzleTexture");
    }

    *outTexture = mSwizzleTexture;
    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_3D::getSwizzleRenderTarget(int mipLevel, ID3D11RenderTargetView **outRTV)
{
    ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
    ASSERT(outRTV);

    if (!mSwizzleRenderTargets[mipLevel])
    {
        ID3D11Resource *swizzleTexture = nullptr;
        ANGLE_TRY(getSwizzleTexture(&swizzleTexture));

        ID3D11Device *device = mRenderer->getDevice();

        D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
        rtvDesc.Format =
            mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
        rtvDesc.ViewDimension         = D3D11_RTV_DIMENSION_TEXTURE3D;
        rtvDesc.Texture3D.MipSlice    = mTopLevel + mipLevel;
        rtvDesc.Texture3D.FirstWSlice = 0;
        rtvDesc.Texture3D.WSize       = static_cast<UINT>(-1);

        HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc,
                                                        &mSwizzleRenderTargets[mipLevel]);

        ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create internal swizzle render target view, result: 0x%X.",
                             result);
        }

        d3d11::SetDebugName(mSwizzleTexture, "TexStorage3D.SwizzleRTV");
    }

    *outRTV = mSwizzleRenderTargets[mipLevel];
    return gl::Error(GL_NO_ERROR);
}

TextureStorage11_2DArray::TextureStorage11_2DArray(Renderer11 *renderer,
                                                   GLenum internalformat,
                                                   bool renderTarget,
                                                   GLsizei width,
                                                   GLsizei height,
                                                   GLsizei depth,
                                                   int levels)
    : TextureStorage11(
          renderer,
          GetTextureBindFlags(internalformat, renderer->getRenderer11DeviceCaps(), renderTarget),
          GetTextureMiscFlags(internalformat,
                              renderer->getRenderer11DeviceCaps(),
                              renderTarget,
                              levels),
          internalformat)
{
    mTexture        = nullptr;
    mSwizzleTexture = nullptr;

    for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
    {
        mSwizzleRenderTargets[level] = nullptr;
    }

    // adjust size if needed for compressed textures
    d3d11::MakeValidSize(false, mFormatInfo.texFormat, &width, &height, &mTopLevel);

    mMipLevels     = mTopLevel + levels;
    mTextureWidth  = width;
    mTextureHeight = height;
    mTextureDepth  = depth;
}

TextureStorage11_2DArray::~TextureStorage11_2DArray()
{
    for (ImageMap::iterator i = mAssociatedImages.begin(); i != mAssociatedImages.end(); i++)
    {
        if (i->second)
        {
            bool imageAssociationCorrect = i->second->isAssociatedStorageValid(this);
            ASSERT(imageAssociationCorrect);

            if (imageAssociationCorrect)
            {
                // We must let the Images recover their data before we delete it from the
                // TextureStorage.
                i->second->recoverFromAssociatedStorage();
            }
        }
    }
    mAssociatedImages.clear();

    SafeRelease(mTexture);
    SafeRelease(mSwizzleTexture);

    for (unsigned int level = 0; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
    {
        SafeRelease(mSwizzleRenderTargets[level]);
    }

    for (RenderTargetMap::iterator i = mRenderTargets.begin(); i != mRenderTargets.end(); i++)
    {
        SafeDelete(i->second);
    }
    mRenderTargets.clear();
}

void TextureStorage11_2DArray::associateImage(Image11 *image, const gl::ImageIndex &index)
{
    const GLint level       = index.mipIndex;
    const GLint layerTarget = index.layerIndex;

    ASSERT(0 <= level && level < getLevelCount());

    if (0 <= level && level < getLevelCount())
    {
        LevelLayerKey key(level, layerTarget);
        mAssociatedImages[key] = image;
    }
}

bool TextureStorage11_2DArray::isAssociatedImageValid(const gl::ImageIndex &index,
                                                      Image11 *expectedImage)
{
    const GLint level       = index.mipIndex;
    const GLint layerTarget = index.layerIndex;

    LevelLayerKey key(level, layerTarget);

    // This validation check should never return false. It means the Image/TextureStorage
    // association is broken.
    bool retValue = (mAssociatedImages.find(key) != mAssociatedImages.end() &&
                     (mAssociatedImages[key] == expectedImage));
    ASSERT(retValue);
    return retValue;
}

// disassociateImage allows an Image to end its association with a Storage.
void TextureStorage11_2DArray::disassociateImage(const gl::ImageIndex &index,
                                                 Image11 *expectedImage)
{
    const GLint level       = index.mipIndex;
    const GLint layerTarget = index.layerIndex;

    LevelLayerKey key(level, layerTarget);

    bool imageAssociationCorrect = (mAssociatedImages.find(key) != mAssociatedImages.end() &&
                                    (mAssociatedImages[key] == expectedImage));
    ASSERT(imageAssociationCorrect);

    if (imageAssociationCorrect)
    {
        mAssociatedImages[key] = nullptr;
    }
}

// releaseAssociatedImage prepares the Storage for a new Image association. It lets the old Image
// recover its data before ending the association.
gl::Error TextureStorage11_2DArray::releaseAssociatedImage(const gl::ImageIndex &index,
                                                           Image11 *incomingImage)
{
    const GLint level       = index.mipIndex;
    const GLint layerTarget = index.layerIndex;

    LevelLayerKey key(level, layerTarget);

    if (mAssociatedImages.find(key) != mAssociatedImages.end())
    {
        if (mAssociatedImages[key] != nullptr && mAssociatedImages[key] != incomingImage)
        {
            // Ensure that the Image is still associated with this TextureStorage. This should be
            // true.
            bool imageAssociationCorrect = mAssociatedImages[key]->isAssociatedStorageValid(this);
            ASSERT(imageAssociationCorrect);

            if (imageAssociationCorrect)
            {
                // Force the image to recover from storage before its data is overwritten.
                // This will reset mAssociatedImages[level] to nullptr too.
                ANGLE_TRY(mAssociatedImages[key]->recoverFromAssociatedStorage());
            }
        }
    }

    return gl::NoError();
}

gl::Error TextureStorage11_2DArray::getResource(ID3D11Resource **outResource)
{
    // if the width, height or depth is not positive this should be treated as an incomplete texture
    // we handle that here by skipping the d3d texture creation
    if (mTexture == nullptr && mTextureWidth > 0 && mTextureHeight > 0 && mTextureDepth > 0)
    {
        ASSERT(mMipLevels > 0);

        ID3D11Device *device = mRenderer->getDevice();

        D3D11_TEXTURE2D_DESC desc;
        desc.Width              = mTextureWidth;
        desc.Height             = mTextureHeight;
        desc.MipLevels          = mMipLevels;
        desc.ArraySize          = mTextureDepth;
        desc.Format             = mFormatInfo.texFormat;
        desc.SampleDesc.Count   = 1;
        desc.SampleDesc.Quality = 0;
        desc.Usage              = D3D11_USAGE_DEFAULT;
        desc.BindFlags          = getBindFlags();
        desc.CPUAccessFlags     = 0;
        desc.MiscFlags          = getMiscFlags();

        HRESULT result = device->CreateTexture2D(&desc, nullptr, &mTexture);

        // this can happen from windows TDR
        if (d3d11::isDeviceLostError(result))
        {
            mRenderer->notifyDeviceLost();
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create 2D array texture storage, result: 0x%X.", result);
        }
        else if (FAILED(result))
        {
            ASSERT(result == E_OUTOFMEMORY);
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create 2D array texture storage, result: 0x%X.", result);
        }

        d3d11::SetDebugName(mTexture, "TexStorage2DArray.Texture");
    }

    *outResource = mTexture;
    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_2DArray::createSRV(int baseLevel,
                                              int mipLevels,
                                              DXGI_FORMAT format,
                                              ID3D11Resource *texture,
                                              ID3D11ShaderResourceView **outSRV) const
{
    D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
    srvDesc.Format                         = format;
    srvDesc.ViewDimension                  = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
    srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + baseLevel;
    srvDesc.Texture2DArray.MipLevels       = mipLevels;
    srvDesc.Texture2DArray.FirstArraySlice = 0;
    srvDesc.Texture2DArray.ArraySize       = mTextureDepth;

    ID3D11Device *device = mRenderer->getDevice();
    HRESULT result       = device->CreateShaderResourceView(texture, &srvDesc, outSRV);

    ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
    if (FAILED(result))
    {
        return gl::Error(GL_OUT_OF_MEMORY,
                         "Failed to create internal texture storage SRV, result: 0x%X.", result);
    }

    d3d11::SetDebugName(*outSRV, "TexStorage2DArray.SRV");

    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_2DArray::createRenderTargetSRV(ID3D11Resource *texture,
                                                          const gl::ImageIndex &index,
                                                          DXGI_FORMAT resourceFormat,
                                                          ID3D11ShaderResourceView **srv) const
{
    ID3D11Device *device = mRenderer->getDevice();
    D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
    srvDesc.Format                         = resourceFormat;
    srvDesc.ViewDimension                  = D3D11_SRV_DIMENSION_TEXTURE2DARRAY;
    srvDesc.Texture2DArray.MostDetailedMip = mTopLevel + index.mipIndex;
    srvDesc.Texture2DArray.MipLevels       = 1;
    srvDesc.Texture2DArray.FirstArraySlice = index.layerIndex;
    srvDesc.Texture2DArray.ArraySize       = 1;

    HRESULT result = device->CreateShaderResourceView(texture, &srvDesc, srv);

    ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
    if (FAILED(result))
    {
        return gl::Error(
            GL_OUT_OF_MEMORY,
            "Failed to create internal shader resource view for texture storage, result: 0x%X.",
            result);
    }

    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_2DArray::getRenderTarget(const gl::ImageIndex &index,
                                                    RenderTargetD3D **outRT)
{
    ASSERT(index.hasLayer());

    const int mipLevel = index.mipIndex;
    const int layer    = index.layerIndex;

    ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());

    LevelLayerKey key(mipLevel, layer);
    if (mRenderTargets.find(key) == mRenderTargets.end())
    {
        ID3D11Device *device = mRenderer->getDevice();
        HRESULT result;

        ID3D11Resource *texture = nullptr;
        ANGLE_TRY(getResource(&texture));
        ID3D11ShaderResourceView *srv;
        ANGLE_TRY(createRenderTargetSRV(texture, index, mFormatInfo.srvFormat, &srv));
        ID3D11ShaderResourceView *blitSRV;
        if (mFormatInfo.blitSRVFormat != mFormatInfo.srvFormat)
        {
            gl::Error error =
                createRenderTargetSRV(texture, index, mFormatInfo.blitSRVFormat, &blitSRV);
            if (error.isError())
            {
                SafeRelease(srv);
                return error;
            }
        }
        else
        {
            blitSRV = srv;
            blitSRV->AddRef();
        }

        d3d11::SetDebugName(srv, "TexStorage2DArray.RenderTargetSRV");

        if (mFormatInfo.rtvFormat != DXGI_FORMAT_UNKNOWN)
        {
            D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
            rtvDesc.Format                         = mFormatInfo.rtvFormat;
            rtvDesc.ViewDimension                  = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
            rtvDesc.Texture2DArray.MipSlice        = mTopLevel + mipLevel;
            rtvDesc.Texture2DArray.FirstArraySlice = layer;
            rtvDesc.Texture2DArray.ArraySize       = 1;

            ID3D11RenderTargetView *rtv;
            result = device->CreateRenderTargetView(texture, &rtvDesc, &rtv);

            ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
            if (FAILED(result))
            {
                SafeRelease(srv);
                SafeRelease(blitSRV);
                return gl::Error(GL_OUT_OF_MEMORY,
                                 "Failed to create internal render target view for texture "
                                 "storage, result: 0x%X.",
                                 result);
            }

            d3d11::SetDebugName(rtv, "TexStorage2DArray.RenderTargetRTV");

            mRenderTargets[key] = new TextureRenderTarget11(
                rtv, texture, srv, blitSRV, mFormatInfo.internalFormat, getFormatSet(),
                getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);

            // RenderTarget will take ownership of these resources
            SafeRelease(rtv);
            SafeRelease(srv);
            SafeRelease(blitSRV);
        }
        else
        {
            ASSERT(mFormatInfo.dsvFormat != DXGI_FORMAT_UNKNOWN);

            D3D11_DEPTH_STENCIL_VIEW_DESC dsvDesc;
            dsvDesc.Format                         = mFormatInfo.dsvFormat;
            dsvDesc.ViewDimension                  = D3D11_DSV_DIMENSION_TEXTURE2DARRAY;
            dsvDesc.Texture2DArray.MipSlice        = mTopLevel + mipLevel;
            dsvDesc.Texture2DArray.FirstArraySlice = layer;
            dsvDesc.Texture2DArray.ArraySize       = 1;
            dsvDesc.Flags                          = 0;

            ID3D11DepthStencilView *dsv;
            result = device->CreateDepthStencilView(texture, &dsvDesc, &dsv);

            ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
            if (FAILED(result))
            {
                SafeRelease(srv);
                SafeRelease(blitSRV);
                return gl::Error(GL_OUT_OF_MEMORY,
                                 "Failed to create TexStorage2DArray DSV. Result: 0x%X.", result);
            }

            d3d11::SetDebugName(dsv, "TexStorage2DArray.RenderTargetDSV");

            mRenderTargets[key] = new TextureRenderTarget11(
                dsv, texture, srv, mFormatInfo.internalFormat, getFormatSet(),
                getLevelWidth(mipLevel), getLevelHeight(mipLevel), 1, 0);

            // RenderTarget will take ownership of these resources
            SafeRelease(dsv);
            SafeRelease(srv);
            SafeRelease(blitSRV);
        }
    }

    ASSERT(outRT);
    *outRT = mRenderTargets[key];
    return gl::NoError();
}

gl::Error TextureStorage11_2DArray::getSwizzleTexture(ID3D11Resource **outTexture)
{
    if (!mSwizzleTexture)
    {
        ID3D11Device *device = mRenderer->getDevice();

        D3D11_TEXTURE2D_DESC desc;
        desc.Width              = mTextureWidth;
        desc.Height             = mTextureHeight;
        desc.MipLevels          = mMipLevels;
        desc.ArraySize          = mTextureDepth;
        desc.Format = mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).texFormat;
        desc.SampleDesc.Count   = 1;
        desc.SampleDesc.Quality = 0;
        desc.Usage              = D3D11_USAGE_DEFAULT;
        desc.BindFlags          = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
        desc.CPUAccessFlags     = 0;
        desc.MiscFlags          = 0;

        HRESULT result = device->CreateTexture2D(&desc, nullptr, &mSwizzleTexture);

        ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create internal swizzle texture, result: 0x%X.", result);
        }

        d3d11::SetDebugName(*outTexture, "TexStorage2DArray.SwizzleTexture");
    }

    *outTexture = mSwizzleTexture;
    return gl::Error(GL_NO_ERROR);
}

gl::Error TextureStorage11_2DArray::getSwizzleRenderTarget(int mipLevel,
                                                           ID3D11RenderTargetView **outRTV)
{
    ASSERT(mipLevel >= 0 && mipLevel < getLevelCount());
    ASSERT(outRTV);

    if (!mSwizzleRenderTargets[mipLevel])
    {
        ID3D11Resource *swizzleTexture = nullptr;
        ANGLE_TRY(getSwizzleTexture(&swizzleTexture));

        ID3D11Device *device = mRenderer->getDevice();

        D3D11_RENDER_TARGET_VIEW_DESC rtvDesc;
        rtvDesc.Format =
            mFormatInfo.getSwizzleFormat(mRenderer->getRenderer11DeviceCaps()).rtvFormat;
        rtvDesc.ViewDimension                  = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
        rtvDesc.Texture2DArray.MipSlice        = mTopLevel + mipLevel;
        rtvDesc.Texture2DArray.FirstArraySlice = 0;
        rtvDesc.Texture2DArray.ArraySize       = mTextureDepth;

        HRESULT result = device->CreateRenderTargetView(mSwizzleTexture, &rtvDesc,
                                                        &mSwizzleRenderTargets[mipLevel]);

        ASSERT(result == E_OUTOFMEMORY || SUCCEEDED(result));
        if (FAILED(result))
        {
            return gl::Error(GL_OUT_OF_MEMORY,
                             "Failed to create internal swizzle render target view, result: 0x%X.",
                             result);
        }
    }

    *outRTV = mSwizzleRenderTargets[mipLevel];
    return gl::NoError();
}

gl::Error TextureStorage11_2DArray::createDropStencilTexture()
{
    if (mDropStencilTexture)
    {
        return gl::NoError();
    }

    D3D11_TEXTURE2D_DESC dropDesc = {};
    dropDesc.ArraySize            = mTextureDepth;
    dropDesc.BindFlags            = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL;
    dropDesc.CPUAccessFlags       = 0;
    dropDesc.Format               = DXGI_FORMAT_R32_TYPELESS;
    dropDesc.Height               = mTextureHeight;
    dropDesc.MipLevels            = mMipLevels;
    dropDesc.MiscFlags            = 0;
    dropDesc.SampleDesc.Count     = 1;
    dropDesc.SampleDesc.Quality   = 0;
    dropDesc.Usage                = D3D11_USAGE_DEFAULT;
    dropDesc.Width                = mTextureWidth;

    ID3D11Device *device = mRenderer->getDevice();

    HRESULT hr = device->CreateTexture2D(&dropDesc, nullptr, &mDropStencilTexture);
    if (FAILED(hr))
    {
        return gl::Error(GL_INVALID_OPERATION, "Error creating drop stencil texture.");
    }
    d3d11::SetDebugName(mDropStencilTexture, "TexStorage2DArray.DropStencil");

    std::vector<GLsizei> layerCounts(mMipLevels, mTextureDepth);

    ANGLE_TRY(initDropStencilTexture(
        gl::ImageIndexIterator::Make2DArray(0, mMipLevels, layerCounts.data())));

    return gl::NoError();
}

}  // namespace rx
