text: //
  // Copyright (c) 2008-2014 the Urho3D project.
  //
  // Permission is hereby granted, free of charge, to any person obtaining a copy
  // of this software and associated documentation files (the "Software"), to deal
  // in the Software without restriction, including without limitation the rights
  // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  // copies of the Software, and to permit persons to whom the Software is
  // furnished to do so, subject to the following conditions:
  //
  // The above copyright notice and this permission notice shall be included in
  // all copies or substantial portions of the Software.
  //
  // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  // THE SOFTWARE.
  //
  
  #include "Precompiled.h"
  #include "Context.h"
  #include "Graphics.h"
  #include "GraphicsEvents.h"
  #include "GraphicsImpl.h"
  #include "Log.h"
  #include "Renderer.h"
  #include "Profiler.h"
  #include "ResourceCache.h"
  #include "Texture2D.h"
  
  #include "DebugNew.h"
  
  namespace Urho3D
  {
  
  Texture2D::Texture2D(Context* context) :
      Texture(context)
  {
  }
  
  Texture2D::~Texture2D()
  {
      Release();
  }
  
  void Texture2D::RegisterObject(Context* context)
  {
      context->RegisterFactory<Texture2D>();
  }
  
  bool Texture2D::Load(Deserializer& source)
  {
      PROFILE(LoadTexture2D);
      
      // In headless mode, do not actually load the texture, just return success
      if (!graphics_)
          return true;
      
      // If device is lost, retry later
      if (graphics_->IsDeviceLost())
      {
          LOGWARNING("Texture load while device is lost");
          dataPending_ = true;
          return true;
      }
      
      // If over the texture budget, see if materials can be freed to allow textures to be freed
      CheckTextureBudget(GetTypeStatic());
      
      SharedPtr<Image> image(new Image(context_));
      if (!image->Load(source))
          return false;
      
      // Before actually loading the texture, get optional parameters from an XML description file
      LoadParameters();
      
      return Load(image);
  }
  
  void Texture2D::OnDeviceLost()
  {
      if (pool_ == D3DPOOL_DEFAULT)
          Release();
  }
  
  void Texture2D::OnDeviceReset()
  {
      if (pool_ == D3DPOOL_DEFAULT || !object_)
      {
          // If has a file name, reload through the resource cache. Otherwise just recreate.
          if (!GetName().Trimmed().Empty())
              dataLost_ = !GetSubsystem<ResourceCache>()->ReloadResource(this);
          else
          {
              Create();
              dataLost_ = true;
          }
      }
      else if (dataPending_)
      {
          if (!GetName().Trimmed().Empty())
              dataLost_ = !GetSubsystem<ResourceCache>()->ReloadResource(this);
          else
              dataLost_ = true;
      }
      
      dataPending_ = false;
  }
  
  void Texture2D::Release()
  {
      if (object_)
      {
          if (!graphics_)
              return;
          
          for (unsigned i = 0; i < MAX_TEXTURE_UNITS; ++i)
          {
              if (graphics_->GetTexture(i) == this)
                  graphics_->SetTexture(i, 0);
          }
          
          if (renderSurface_)
              renderSurface_->Release();
          
          ((IDirect3DTexture9*)object_)->Release();
          object_ = 0;
      }
      else
      {
          if (renderSurface_)
              renderSurface_->Release();
      }
  }
  
  bool Texture2D::SetSize(int width, int height, unsigned format, TextureUsage usage)
  {
      // Delete the old rendersurface if any
      renderSurface_.Reset();
      pool_ = D3DPOOL_MANAGED;
      usage_ = 0;
      
      if (usage == TEXTURE_RENDERTARGET || usage == TEXTURE_DEPTHSTENCIL)
      {
          renderSurface_ = new RenderSurface(this);
          if (usage == TEXTURE_RENDERTARGET)
              usage_ |= D3DUSAGE_RENDERTARGET;
          else
              usage_ |= D3DUSAGE_DEPTHSTENCIL;
          pool_ = D3DPOOL_DEFAULT;
          
          // Clamp mode addressing by default, nearest filtering, and mipmaps disabled
          addressMode_[COORD_U] = ADDRESS_CLAMP;
          addressMode_[COORD_V] = ADDRESS_CLAMP;
          filterMode_ = FILTER_NEAREST;
          requestedLevels_ = 1;
      }
      else if (usage == TEXTURE_DYNAMIC)
      {
          usage_ |= D3DUSAGE_DYNAMIC;
          pool_ = D3DPOOL_DEFAULT;
      }
      
      if (usage == TEXTURE_RENDERTARGET)
          SubscribeToEvent(E_RENDERSURFACEUPDATE, HANDLER(Texture2D, HandleRenderSurfaceUpdate));
      else
          UnsubscribeFromEvent(E_RENDERSURFACEUPDATE);
  
      width_ = width;
      height_ = height;
      format_ = format;
      
      return Create();
  }
  
  bool Texture2D::SetData(unsigned level, int x, int y, int width, int height, const void* data)
  {
      if (!object_)
      {
          LOGERROR("No texture created, can not set data");
          return false;
      }
      
      if (!data)
      {
          LOGERROR("Null source for setting data");
          return false;
      }
      
      if (level >= levels_)
      {
          LOGERROR("Illegal mip level for setting data");
          return false;
      }
      
      if (graphics_->IsDeviceLost())
      {
          LOGWARNING("Texture data assignment while device is lost");
          dataPending_ = true;
          return true;
      }
      
      if (IsCompressed())
      {
          x &= ~3;
          y &= ~3;
      }
      
      int levelWidth = GetLevelWidth(level);
      int levelHeight = GetLevelHeight(level);
      if (x < 0 || x + width > levelWidth || y < 0 || y + height > levelHeight || width <= 0 || height <= 0)
      {
          LOGERROR("Illegal dimensions for setting data");
          return false;
      }
      
      D3DLOCKED_RECT d3dLockedRect;
      RECT d3dRect;
      d3dRect.left = x;
      d3dRect.top = y;
      d3dRect.right = x + width;
      d3dRect.bottom = y + height;
      
      DWORD flags = 0;
      if (level == 0 && x == 0 && y == 0 && width == levelWidth && height == levelHeight && pool_ == D3DPOOL_DEFAULT)
          flags |= D3DLOCK_DISCARD;
      
      if (FAILED(((IDirect3DTexture9*)object_)->LockRect(level, &d3dLockedRect, (flags & D3DLOCK_DISCARD) ? 0 : &d3dRect, flags)))
      {
          LOGERROR("Could not lock texture");
          return false;
      }
      
      if (IsCompressed())
      {
          height = (height + 3) >> 2;
          y >>= 2;
      }
      
      unsigned char* src = (unsigned char*)data;
      unsigned rowSize = GetRowDataSize(width);
      
      // GetRowDataSize() returns CPU-side (source) data size, so need to convert for X8R8G8B8
      if (format_ == D3DFMT_X8R8G8B8)
          rowSize = rowSize / 3 * 4;
      
      // Perform conversion from RGB / RGBA as necessary
      switch (format_)
      {
      default:
          for (int i = 0; i < height; ++i)
          {
              unsigned char* dest = (unsigned char*)d3dLockedRect.pBits + i * d3dLockedRect.Pitch;
              memcpy(dest, src, rowSize);
              src += rowSize;
          }
          break;
          
      case D3DFMT_X8R8G8B8:
          for (int i = 0; i < height; ++i)
          {
              unsigned char* dest = (unsigned char*)d3dLockedRect.pBits + i * d3dLockedRect.Pitch;
              for (int j = 0; j < width; ++j)
              {
                  *dest++  = src[2]; *dest++ = src[1]; *dest++ = src[0]; *dest++ = 255;
                  src += 3;
             }
          }
          break;
          
      case D3DFMT_A8R8G8B8:
          for (int i = 0; i < height; ++i)
          {
              unsigned char* dest = (unsigned char*)d3dLockedRect.pBits + i * d3dLockedRect.Pitch;
              for (int j = 0; j < width; ++j)
              {
                  *dest++  = src[2]; *dest++ = src[1]; *dest++ = src[0]; *dest++ = src[3];
                  src += 4;
             }
          }
          break;
      }
      
      ((IDirect3DTexture9*)object_)->UnlockRect(level);
      return true;
  }
  
  bool Texture2D::Load(SharedPtr<Image> image, bool useAlpha)
  {
      if (!image)
      {
          LOGERROR("Null image, can not load texture");
          return false;
      }
      
      unsigned memoryUse = sizeof(Texture2D);
      
      int quality = QUALITY_HIGH;
      Renderer* renderer = GetSubsystem<Renderer>();
      if (renderer)
          quality = renderer->GetTextureQuality();
      
      if (!image->IsCompressed())
      {
          unsigned char* levelData = image->GetData();
          int levelWidth = image->GetWidth();
          int levelHeight = image->GetHeight();
          unsigned components = image->GetComponents();
          unsigned format = 0;
          
          // Discard unnecessary mip levels
          for (unsigned i = 0; i < mipsToSkip_[quality]; ++i)
          {
              image = image->GetNextLevel();
              levelData = image->GetData();
              levelWidth = image->GetWidth();
              levelHeight = image->GetHeight();
          }
          
          switch (components)
          {
          case 1:
              format = useAlpha ? Graphics::GetAlphaFormat() : Graphics::GetLuminanceFormat();
              break;
              
          case 2:
              format = Graphics::GetLuminanceAlphaFormat();
              break;
              
          case 3:
              format = Graphics::GetRGBFormat();
              break;
              
          case 4:
              format = Graphics::GetRGBAFormat();
              break;
          }
          
          // If image was previously compressed, reset number of requested levels to avoid error if level count is too high for new size
          if (IsCompressed() && requestedLevels_ > 1)
              requestedLevels_ = 0;
          SetSize(levelWidth, levelHeight, format);
          
          for (unsigned i = 0; i < levels_; ++i)
          {
              SetData(i, 0, 0, levelWidth, levelHeight, levelData);
              memoryUse += levelWidth * levelHeight * components;
              
              if (i < levels_ - 1)
              {
                  image = image->GetNextLevel();
                  levelData = image->GetData();
                  levelWidth = image->GetWidth();
                  levelHeight = image->GetHeight();
              }
          }
      }
      else
      {
          int width = image->GetWidth();
          int height = image->GetHeight();
          unsigned levels = image->GetNumCompressedLevels();
          unsigned format = graphics_->GetFormat(image->GetCompressedFormat());
          bool needDecompress = false;
          
          if (!format)
          {
              format = Graphics::GetRGBAFormat();
              needDecompress = true;
          }
          
          unsigned mipsToSkip = mipsToSkip_[quality];
          if (mipsToSkip >= levels)
              mipsToSkip = levels - 1;
          while (mipsToSkip && (width / (1 << mipsToSkip) < 4 || height / (1 << mipsToSkip) < 4))
              --mipsToSkip;
          width /= (1 << mipsToSkip);
          height /= (1 << mipsToSkip);
          
          SetNumLevels(Max((int)(levels - mipsToSkip), 1));
          SetSize(width, height, format);
          
          for (unsigned i = 0; i < levels_ && i < levels - mipsToSkip; ++i)
          {
              CompressedLevel level = image->GetCompressedLevel(i + mipsToSkip);
              if (!needDecompress)
              {
                  SetData(i, 0, 0, level.width_, level.height_, level.data_);
                  memoryUse += level.rows_ * level.rowSize_;
              }
              else
              {
                  unsigned char* rgbaData = new unsigned char[level.width_ * level.height_ * 4];
                  level.Decompress(rgbaData);
                  SetData(i, 0, 0, level.width_, level.height_, rgbaData);
                  memoryUse += level.width_ * level.height_ * 4;
                  delete[] rgbaData;
              }
          }
      }
      
      SetMemoryUse(memoryUse);
      return true;
  }
  
  bool Texture2D::GetData(unsigned level, void* dest) const
  {
      if (!object_)
      {
          LOGERROR("No texture created, can not get data");
          return false;
      }
      
      if (!dest)
      {
          LOGERROR("Null destination for getting data");
          return false;
      }
      
      if (level >= levels_)
      {
          LOGERROR("Illegal mip level for getting data");
          return false;
      }
      
      if (graphics_->IsDeviceLost())
      {
          LOGWARNING("Getting texture data while device is lost");
          return false;
      }
      
      int levelWidth = GetLevelWidth(level);
      int levelHeight = GetLevelHeight(level);
      
      D3DLOCKED_RECT d3dLockedRect;
      RECT d3dRect;
      d3dRect.left = 0;
      d3dRect.top = 0;
      d3dRect.right = levelWidth;
      d3dRect.bottom = levelHeight;
      
      if (FAILED(((IDirect3DTexture9*)object_)->LockRect(level, &d3dLockedRect, &d3dRect, D3DLOCK_READONLY)))
      {
          LOGERROR("Could not lock texture");
          return false;
      }
      
      int height = levelHeight;
      if (IsCompressed())
          height = (height + 3) >> 2;
      
      unsigned char* destPtr = (unsigned char*)dest;
      unsigned rowSize = GetRowDataSize(levelWidth);
      // GetRowDataSize() returns CPU-side (destination) data size, so need to convert for X8R8G8B8
      if (format_ == D3DFMT_X8R8G8B8)
          rowSize = rowSize / 3 * 4;
      
      // Perform conversion to RGB / RGBA as necessary
      switch (format_)
      {
      default:
          for (int i = 0; i < height; ++i)
          {
              unsigned char* src = (unsigned char*)d3dLockedRect.pBits + i * d3dLockedRect.Pitch;
              memcpy(destPtr, src, rowSize);
              destPtr += rowSize;
          }
          break;
      
      case D3DFMT_X8R8G8B8:
          for (int i = 0; i < height; ++i)
          {
              unsigned char* src = (unsigned char*)d3dLockedRect.pBits + i * d3dLockedRect.Pitch;
              for (int j = 0; j < levelWidth; ++j)
              {
                  destPtr[2] = *src++; destPtr[1] = *src++; destPtr[0] = *src++; ++src;
                  destPtr += 3;
             }
          }
          break;
          
      case D3DFMT_A8R8G8B8:
          for (int i = 0; i < height; ++i)
          {
              unsigned char* src = (unsigned char*)d3dLockedRect.pBits + i * d3dLockedRect.Pitch;
              for (int j = 0; j < levelWidth; ++j)
              {
                  destPtr[2] = *src++; destPtr[1] = *src++; destPtr[0] = *src++; destPtr[3] = *src++;
                  destPtr += 4;
             }
          }
          break;
      }
      
      ((IDirect3DTexture9*)object_)->UnlockRect(level);
      return true;
  }
  
  bool Texture2D::Create()
  {
      Release();
      
      if (!graphics_ || !width_ || !height_)
          return false;
      
      if (graphics_->IsDeviceLost())
      {
          LOGWARNING("Texture creation while device is lost");
          return true;
      }
      
      IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
      // If creating a depth-stencil texture, and it is not supported, create a depth-stencil surface instead
      if (usage_ & D3DUSAGE_DEPTHSTENCIL && !graphics_->GetImpl()->CheckFormatSupport((D3DFORMAT)format_, usage_, D3DRTYPE_TEXTURE))
      {
          if (!device || FAILED(device->CreateDepthStencilSurface(
              width_,
              height_,
              (D3DFORMAT)format_,
              D3DMULTISAMPLE_NONE,
              0,
              FALSE,
              (IDirect3DSurface9**)&renderSurface_->surface_,
              0)))
          {
              LOGERROR("Could not create depth-stencil surface");
              return false;
          }
          
          levels_ = 1;
      }
      else
      {
          if (!device || FAILED(graphics_->GetImpl()->GetDevice()->CreateTexture(
              width_,
              height_,
              requestedLevels_,
              usage_,
              (D3DFORMAT)format_,
              (D3DPOOL)pool_,
              (IDirect3DTexture9**)&object_,
              0)))
          {
              LOGERROR("Could not create texture");
              return false;
          }
          
          levels_ = ((IDirect3DTexture9*)object_)->GetLevelCount();
          
          if (usage_ & (D3DUSAGE_RENDERTARGET | D3DUSAGE_DEPTHSTENCIL))
              ((IDirect3DTexture9*)object_)->GetSurfaceLevel(0, (IDirect3DSurface9**)&renderSurface_->surface_);
      }
      
      return true;
  }
  
  void Texture2D::HandleRenderSurfaceUpdate(StringHash eventType, VariantMap& eventData)
  {
      if (renderSurface_ && renderSurface_->GetUpdateMode() == SURFACE_UPDATEALWAYS)
          renderSurface_->QueueUpdate();
  }
  
  }
  