Refactored Texture3D, separated out D3D logic

BUG=angle:688
Change-Id: I6cda73c2e4c8a026b8c5222bc40cea93ad4e0ba3
Reviewed-on: https://chromium-review.googlesource.com/208102
Tested-by: Brandon Jones <bajones@chromium.org>
Reviewed-by: Geoff Lang <geofflang@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 8c0e413..564e00a 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -70,7 +70,7 @@
 
     mTexture2DZero.set(new Texture2D(mRenderer->createTexture2D(), 0));
     mTextureCubeMapZero.set(new TextureCubeMap(mRenderer->createTextureCube(), 0));
-    mTexture3DZero.set(new Texture3D(mRenderer, 0));
+    mTexture3DZero.set(new Texture3D(mRenderer->createTexture3D(), 0));
     mTexture2DArrayZero.set(new Texture2DArray(mRenderer, 0));
 
     bindVertexArray(0);
@@ -2174,7 +2174,7 @@
 
           case TEXTURE_3D:
             {
-                Texture3D *incomplete3d = new Texture3D(mRenderer, Texture::INCOMPLETE_TEXTURE_ID);
+                Texture3D *incomplete3d = new Texture3D(mRenderer->createTexture3D(), Texture::INCOMPLETE_TEXTURE_ID);
                 incomplete3d->setImage(0, 1, 1, 1, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, incompleteUnpackState, color);
 
                 t = incomplete3d;
diff --git a/src/libGLESv2/ResourceManager.cpp b/src/libGLESv2/ResourceManager.cpp
index 59b71a1..9702ff2 100644
--- a/src/libGLESv2/ResourceManager.cpp
+++ b/src/libGLESv2/ResourceManager.cpp
@@ -385,7 +385,7 @@
         }
         else if (type == TEXTURE_3D)
         {
-            textureObject = new Texture3D(mRenderer, texture);
+            textureObject = new Texture3D(mRenderer->createTexture3D(), texture);
         }
         else if (type == TEXTURE_2D_ARRAY)
         {
diff --git a/src/libGLESv2/Texture.cpp b/src/libGLESv2/Texture.cpp
index bf2eb4e..5eda2cf 100644
--- a/src/libGLESv2/Texture.cpp
+++ b/src/libGLESv2/Texture.cpp
@@ -659,51 +659,61 @@
     return mTexture->getDepthStencil(target, level);
 }
 
-Texture3D::Texture3D(rx::Renderer *renderer, GLuint id)
-    : TextureWithRenderer(renderer, id, GL_TEXTURE_3D)
+Texture3D::Texture3D(rx::Texture3DImpl *impl, GLuint id)
+    : Texture(id, GL_TEXTURE_3D),
+      mTexture(impl)
 {
-    mTexStorage = NULL;
-
-    for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
-    {
-        mImageArray[i] = renderer->createImage();
-    }
 }
 
 Texture3D::~Texture3D()
 {
-    delete mTexStorage;
-    mTexStorage = NULL;
+    SafeDelete(mTexture);
+}
 
-    for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
-    {
-        delete mImageArray[i];
-    }
+rx::TextureStorageInterface *Texture3D::getNativeTexture()
+{
+    return mTexture->getNativeTexture();
+}
+
+void Texture3D::setUsage(GLenum usage)
+{
+    mUsage = usage;
+    mTexture->setUsage(usage);
+}
+
+bool Texture3D::hasDirtyImages() const
+{
+    return mTexture->hasDirtyImages();
+}
+
+void Texture3D::resetDirty()
+{
+    mTexture->resetDirty();
 }
 
 GLsizei Texture3D::getWidth(GLint level) const
 {
-    return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getWidth() : 0;
+    return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getWidth() : 0;
 }
 
 GLsizei Texture3D::getHeight(GLint level) const
 {
-    return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getHeight() : 0;
+    return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getHeight() : 0;
 }
 
 GLsizei Texture3D::getDepth(GLint level) const
 {
-    return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getDepth() : 0;
+    return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getDepth() : 0;
 }
 
 GLenum Texture3D::getInternalFormat(GLint level) const
 {
-    return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getInternalFormat() : GL_NONE;
+    return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getInternalFormat() : GL_NONE;
 }
 
 GLenum Texture3D::getActualFormat(GLint level) const
 {
-    return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mImageArray[level]->getActualFormat() : GL_NONE;
+    return (level < IMPLEMENTATION_MAX_TEXTURE_LEVELS) ? mTexture->getImage(level)->getActualFormat() : GL_NONE;
 }
 
 bool Texture3D::isCompressed(GLint level) const
@@ -718,463 +728,74 @@
 
 void Texture3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
 {
-    GLenum sizedInternalFormat = IsSizedInternalFormat(internalFormat) ? internalFormat
-                                                                       : GetSizedInternalFormat(format, type);
-    redefineImage(level, sizedInternalFormat, width, height, depth);
-
-    bool fastUnpacked = false;
-
-    // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
-    if (isFastUnpackable(unpack, sizedInternalFormat))
-    {
-        // Will try to create RT storage if it does not exist
-        rx::RenderTarget *destRenderTarget = getRenderTarget(level);
-        Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
-
-        if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
-        {
-            // Ensure we don't overwrite our newly initialized data
-            mImageArray[level]->markClean();
-
-            fastUnpacked = true;
-        }
-    }
-
-    if (!fastUnpacked)
-    {
-        TextureWithRenderer::setImage(unpack, type, pixels, mImageArray[level]);
-    }
+    mTexture->setImage(level, width, height, depth, internalFormat, format, type, unpack, pixels);
 }
 
 void Texture3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
 {
-    // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
-    redefineImage(level, format, width, height, depth);
-
-    TextureWithRenderer::setCompressedImage(imageSize, pixels, mImageArray[level]);
+    mTexture->setCompressedImage(level, format, width, height, depth, imageSize, pixels);
 }
 
 void Texture3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const PixelUnpackState &unpack, const void *pixels)
 {
-    bool fastUnpacked = false;
-
-    // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
-    if (isFastUnpackable(unpack, getInternalFormat(level)))
-    {
-        rx::RenderTarget *destRenderTarget = getRenderTarget(level);
-        Box destArea(xoffset, yoffset, zoffset, width, height, depth);
-
-        if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, destRenderTarget))
-        {
-            // Ensure we don't overwrite our newly initialized data
-            mImageArray[level]->markClean();
-
-            fastUnpacked = true;
-        }
-    }
-
-    if (!fastUnpacked && TextureWithRenderer::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels, mImageArray[level]))
-    {
-        commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
-    }
+    mTexture->subImage(level, xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels);
 }
 
 void Texture3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
 {
-    if (TextureWithRenderer::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
-    {
-        commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
-    }
+    mTexture->subImageCompressed(level, xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels);
 }
 
 void Texture3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
 {
-    for (int level = 0; level < levels; level++)
-    {
-        GLsizei levelWidth = std::max(1, width >> level);
-        GLsizei levelHeight = std::max(1, height >> level);
-        GLsizei levelDepth = std::max(1, depth >> level);
-        mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, levelWidth, levelHeight, levelDepth, true);
-    }
-
-    for (int level = levels; level < IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
-    {
-        mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, GL_NONE, 0, 0, 0, true);
-    }
-
     mImmutable = true;
 
-    setCompleteTexStorage(new rx::TextureStorageInterface3D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels));
+    mTexture->storage(levels, internalformat, width, height, depth);
 }
 
 void Texture3D::generateMipmaps()
 {
-    // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
-    int levelCount = mipLevels();
-    for (int level = 1; level < levelCount; level++)
-    {
-        redefineImage(level, getBaseLevelInternalFormat(),
-                      std::max(getBaseLevelWidth() >> level, 1),
-                      std::max(getBaseLevelHeight() >> level, 1),
-                      std::max(getBaseLevelDepth() >> level, 1));
-    }
-
-    if (mTexStorage && mTexStorage->isRenderTarget())
-    {
-        for (int level = 1; level < levelCount; level++)
-        {
-            mTexStorage->generateMipmap(level);
-
-            mImageArray[level]->markClean();
-        }
-    }
-    else
-    {
-        for (int level = 1; level < levelCount; level++)
-        {
-            mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]);
-        }
-    }
+    mTexture->generateMipmaps();
 }
 
 const rx::Image *Texture3D::getBaseLevelImage() const
 {
-    return mImageArray[0];
-}
-
-rx::TextureStorageInterface *Texture3D::getBaseLevelStorage()
-{
-    return mTexStorage;
+    return mTexture->getImage(0);
 }
 
 void Texture3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, Framebuffer *source)
 {
-    // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
-    // the current level we're copying to is defined (with appropriate format, width & height)
-    bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
-
-    if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
-    {
-        mImageArray[level]->copy(xoffset, yoffset, zoffset, x, y, width, height, source);
-        mDirtyImages = true;
-    }
-    else
-    {
-        ensureRenderTarget();
-
-        if (isValidLevel(level))
-        {
-            updateStorageLevel(level);
-
-            gl::Rectangle sourceRect;
-            sourceRect.x = x;
-            sourceRect.width = width;
-            sourceRect.y = y;
-            sourceRect.height = height;
-
-            mRenderer->copyImage(source, sourceRect,
-                                 gl::GetFormat(getBaseLevelInternalFormat()),
-                                 xoffset, yoffset, zoffset, mTexStorage, level);
-        }
-    }
+    mTexture->copySubImage(target, level, xoffset, yoffset, zoffset, x, y, width, height, source);
 }
 
 bool Texture3D::isSamplerComplete(const SamplerState &samplerState) const
 {
-    GLsizei width = getBaseLevelWidth();
-    GLsizei height = getBaseLevelHeight();
-    GLsizei depth = getBaseLevelDepth();
-
-    if (width <= 0 || height <= 0 || depth <= 0)
-    {
-        return false;
-    }
-
-    // TODO(geofflang): use context's texture caps
-    if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0)).filtering)
-    {
-        if (samplerState.magFilter != GL_NEAREST ||
-            (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
-        {
-            return false;
-        }
-    }
-
-    if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
-    {
-        return false;
-    }
-
-    return true;
+    return mTexture->isSamplerComplete(samplerState);
 }
 
 bool Texture3D::isMipmapComplete() const
 {
-    int levelCount = mipLevels();
-
-    for (int level = 0; level < levelCount; level++)
-    {
-        if (!isLevelComplete(level))
-        {
-            return false;
-        }
-    }
-
-    return true;
-}
-
-bool Texture3D::isLevelComplete(int level) const
-{
-    ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
-
-    if (isImmutable())
-    {
-        return true;
-    }
-
-    GLsizei width = getBaseLevelWidth();
-    GLsizei height = getBaseLevelHeight();
-    GLsizei depth = getBaseLevelDepth();
-
-    if (width <= 0 || height <= 0 || depth <= 0)
-    {
-        return false;
-    }
-
-    if (level == 0)
-    {
-        return true;
-    }
-
-    rx::Image *levelImage = mImageArray[level];
-
-    if (levelImage->getInternalFormat() != getBaseLevelInternalFormat())
-    {
-        return false;
-    }
-
-    if (levelImage->getWidth() != std::max(1, width >> level))
-    {
-        return false;
-    }
-
-    if (levelImage->getHeight() != std::max(1, height >> level))
-    {
-        return false;
-    }
-
-    if (levelImage->getDepth() != std::max(1, depth >> level))
-    {
-        return false;
-    }
-
-    return true;
+    return mTexture->isMipmapComplete();
 }
 
 unsigned int Texture3D::getRenderTargetSerial(GLint level, GLint layer)
 {
-    return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0);
-}
-
-bool Texture3D::isValidLevel(int level) const
-{
-    return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
-}
-
-void Texture3D::initializeStorage(bool renderTarget)
-{
-    // Only initialize the first time this texture is used as a render target or shader resource
-    if (mTexStorage)
-    {
-        return;
-    }
-
-    // do not attempt to create storage for nonexistant data
-    if (!isLevelComplete(0))
-    {
-        return;
-    }
-
-    bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
-
-    setCompleteTexStorage(createCompleteStorage(createRenderTarget));
-    ASSERT(mTexStorage);
-
-    // flush image data to the storage
-    updateStorage();
-}
-
-rx::TextureStorageInterface3D *Texture3D::createCompleteStorage(bool renderTarget) const
-{
-    GLsizei width = getBaseLevelWidth();
-    GLsizei height = getBaseLevelHeight();
-    GLsizei depth = getBaseLevelDepth();
-
-    ASSERT(width > 0 && height > 0 && depth > 0);
-
-    // use existing storage level count, when previously specified by TexStorage*D
-    GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, depth));
-
-    return new rx::TextureStorageInterface3D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels);
-}
-
-void Texture3D::setCompleteTexStorage(rx::TextureStorageInterface3D *newCompleteTexStorage)
-{
-    SafeDelete(mTexStorage);
-    mTexStorage = newCompleteTexStorage;
-    mDirtyImages = true;
-
-    // We do not support managed 3D storage, as that is D3D9/ES2-only
-    ASSERT(!mTexStorage->isManaged());
-}
-
-void Texture3D::updateStorage()
-{
-    ASSERT(mTexStorage != NULL);
-    GLint storageLevels = mTexStorage->getLevelCount();
-    for (int level = 0; level < storageLevels; level++)
-    {
-        if (mImageArray[level]->isDirty() && isLevelComplete(level))
-        {
-            updateStorageLevel(level);
-        }
-    }
-}
-
-void Texture3D::updateStorageLevel(int level)
-{
-    ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
-    ASSERT(isLevelComplete(level));
-
-    if (mImageArray[level]->isDirty())
-    {
-        commitRect(level, 0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
-    }
-}
-
-bool Texture3D::ensureRenderTarget()
-{
-    initializeStorage(true);
-
-    if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getBaseLevelDepth() > 0)
-    {
-        ASSERT(mTexStorage);
-        if (!mTexStorage->isRenderTarget())
-        {
-            rx::TextureStorageInterface3D *newRenderTargetStorage = createCompleteStorage(true);
-
-            if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
-            {
-                delete newRenderTargetStorage;
-                return gl::error(GL_OUT_OF_MEMORY, false);
-            }
-
-            setCompleteTexStorage(newRenderTargetStorage);
-        }
-    }
-
-    return (mTexStorage && mTexStorage->isRenderTarget());
+    return mTexture->getRenderTargetSerial(level, layer);
 }
 
 rx::RenderTarget *Texture3D::getRenderTarget(GLint level)
 {
-    // ensure the underlying texture is created
-    if (!ensureRenderTarget())
-    {
-        return NULL;
-    }
-
-    updateStorageLevel(level);
-
-    // ensure this is NOT a depth texture
-    if (isDepth(level))
-    {
-        return NULL;
-    }
-
-    return mTexStorage->getRenderTarget(level);
+    return mTexture->getRenderTarget(level);
 }
 
 rx::RenderTarget *Texture3D::getRenderTarget(GLint level, GLint layer)
 {
-    // ensure the underlying texture is created
-    if (!ensureRenderTarget())
-    {
-        return NULL;
-    }
-
-    updateStorage();
-
-    // ensure this is NOT a depth texture
-    if (isDepth(level))
-    {
-        return NULL;
-    }
-
-    return mTexStorage->getRenderTarget(level, layer);
+    return mTexture->getRenderTarget(level, layer);
 }
 
 rx::RenderTarget *Texture3D::getDepthStencil(GLint level, GLint layer)
 {
-    // ensure the underlying texture is created
-    if (!ensureRenderTarget())
-    {
-        return NULL;
-    }
-
-    updateStorageLevel(level);
-
-    // ensure this is a depth texture
-    if (!isDepth(level))
-    {
-        return NULL;
-    }
-
-    return mTexStorage->getRenderTarget(level, layer);
-}
-
-void Texture3D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
-{
-    // If there currently is a corresponding storage texture image, it has these parameters
-    const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
-    const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
-    const int storageDepth = std::max(1, getBaseLevelDepth() >> level);
-    const GLenum storageFormat = getBaseLevelInternalFormat();
-
-    mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, width, height, depth, false);
-
-    if (mTexStorage)
-    {
-        const int storageLevels = mTexStorage->getLevelCount();
-
-        if ((level >= storageLevels && storageLevels != 0) ||
-            width != storageWidth ||
-            height != storageHeight ||
-            depth != storageDepth ||
-            internalformat != storageFormat)   // Discard mismatched storage
-        {
-            for (int i = 0; i < IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
-            {
-                mImageArray[i]->markDirty();
-            }
-
-            delete mTexStorage;
-            mTexStorage = NULL;
-            mDirtyImages = true;
-        }
-    }
-}
-
-void Texture3D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
-{
-    if (isValidLevel(level))
-    {
-        rx::ImageD3D *image = rx::ImageD3D::makeImageD3D(mImageArray[level]);
-        if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, zoffset, width, height, depth))
-        {
-            image->markClean();
-        }
-    }
+    return mTexture->getDepthStencil(level, layer);
 }
 
 Texture2DArray::Texture2DArray(rx::Renderer *renderer, GLuint id)
diff --git a/src/libGLESv2/Texture.h b/src/libGLESv2/Texture.h
index 9ce138c..cf59e73 100644
--- a/src/libGLESv2/Texture.h
+++ b/src/libGLESv2/Texture.h
@@ -30,6 +30,7 @@
 class Renderer;
 class Texture2DImpl;
 class TextureCubeImpl;
+class Texture3DImpl;
 class TextureStorageInterface;
 class TextureStorageInterface3D;
 class TextureStorageInterface2DArray;
@@ -240,13 +241,18 @@
     rx::TextureCubeImpl *mTexture;
 };
 
-class Texture3D : public TextureWithRenderer
+class Texture3D : public Texture
 {
   public:
-    Texture3D(rx::Renderer *renderer, GLuint id);
+    Texture3D(rx::Texture3DImpl *impl, GLuint id);
 
     ~Texture3D();
 
+    virtual rx::TextureStorageInterface *getNativeTexture();
+    virtual void setUsage(GLenum usage);
+    virtual bool hasDirtyImages() const;
+    virtual void resetDirty();
+
     GLsizei getWidth(GLint level) const;
     GLsizei getHeight(GLint level) const;
     GLsizei getDepth(GLint level) const;
@@ -278,26 +284,9 @@
   private:
     DISALLOW_COPY_AND_ASSIGN(Texture3D);
 
-    virtual void initializeStorage(bool renderTarget);
-    rx::TextureStorageInterface3D *createCompleteStorage(bool renderTarget) const;
-    void setCompleteTexStorage(rx::TextureStorageInterface3D *newCompleteTexStorage);
-
-    virtual void updateStorage();
-    virtual bool ensureRenderTarget();
-
-    virtual rx::TextureStorageInterface *getBaseLevelStorage();
     virtual const rx::Image *getBaseLevelImage() const;
 
-    void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
-    void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
-
-    bool isValidLevel(int level) const;
-    bool isLevelComplete(int level) const;
-    void updateStorageLevel(int level);
-
-    rx::Image *mImageArray[IMPLEMENTATION_MAX_TEXTURE_LEVELS];
-
-    rx::TextureStorageInterface3D *mTexStorage;
+    rx::Texture3DImpl *mTexture;
 };
 
 class Texture2DArray : public TextureWithRenderer
diff --git a/src/libGLESv2/renderer/Renderer.h b/src/libGLESv2/renderer/Renderer.h
index 97f3c00..8a9828d 100644
--- a/src/libGLESv2/renderer/Renderer.h
+++ b/src/libGLESv2/renderer/Renderer.h
@@ -57,9 +57,9 @@
 class Image;
 class TextureStorage;
 class UniformStorage;
-
 class Texture2DImpl;
 class TextureCubeImpl;
+class Texture3DImpl;
 
 struct ConfigDesc
 {
@@ -231,6 +231,7 @@
     // Texture creation
     virtual Texture2DImpl *createTexture2D() = 0;
     virtual TextureCubeImpl *createTextureCube() = 0;
+    virtual Texture3DImpl *createTexture3D() = 0;
 
     // Buffer creation
     virtual BufferImpl *createBuffer() = 0;
diff --git a/src/libGLESv2/renderer/TextureImpl.h b/src/libGLESv2/renderer/TextureImpl.h
index 1ac9453..67a0ee8 100644
--- a/src/libGLESv2/renderer/TextureImpl.h
+++ b/src/libGLESv2/renderer/TextureImpl.h
@@ -99,6 +99,37 @@
     virtual RenderTarget *getDepthStencil(GLenum target, GLint level) = 0;
 };
 
+class Texture3DImpl
+{
+  public:
+    virtual ~Texture3DImpl() {}
+
+    virtual TextureStorageInterface *getNativeTexture() = 0;
+
+    virtual Image *getImage(int level) const = 0;
+
+    virtual void setUsage(GLenum usage) = 0;
+    virtual bool hasDirtyImages() const = 0;
+    virtual void resetDirty() = 0;
+
+    virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const = 0;
+    virtual bool isMipmapComplete() const = 0;
+
+    virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
+    virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels) = 0;
+    virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels) = 0;
+    virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels) = 0;
+    virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source) = 0;
+    virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth) = 0;
+    virtual void generateMipmaps() = 0;
+
+    virtual unsigned int getRenderTargetSerial(GLint level, GLint layer) = 0;
+
+    virtual RenderTarget *getRenderTarget(GLint level) = 0;
+    virtual RenderTarget *getRenderTarget(GLint level, GLint layer) = 0;
+    virtual RenderTarget *getDepthStencil(GLint level, GLint layer) = 0;
+};
+
 }
 
 #endif // LIBGLESV2_RENDERER_TEXTUREIMPL_H_
diff --git a/src/libGLESv2/renderer/d3d/TextureD3D.cpp b/src/libGLESv2/renderer/d3d/TextureD3D.cpp
index 940dca2..d333b32 100644
--- a/src/libGLESv2/renderer/d3d/TextureD3D.cpp
+++ b/src/libGLESv2/renderer/d3d/TextureD3D.cpp
@@ -46,7 +46,7 @@
     return (usage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
 }
 
-TextureD3D::TextureD3D(rx::Renderer *renderer)
+TextureD3D::TextureD3D(Renderer *renderer)
     : mRenderer(renderer),
       mUsage(GL_NONE),
       mDirtyImages(true),
@@ -60,19 +60,19 @@
 
 GLint TextureD3D::getBaseLevelWidth() const
 {
-    const rx::Image *baseImage = getBaseLevelImage();
+    const Image *baseImage = getBaseLevelImage();
     return (baseImage ? baseImage->getWidth() : 0);
 }
 
 GLint TextureD3D::getBaseLevelHeight() const
 {
-    const rx::Image *baseImage = getBaseLevelImage();
+    const Image *baseImage = getBaseLevelImage();
     return (baseImage ? baseImage->getHeight() : 0);
 }
 
 GLint TextureD3D::getBaseLevelDepth() const
 {
-    const rx::Image *baseImage = getBaseLevelImage();
+    const Image *baseImage = getBaseLevelImage();
     return (baseImage ? baseImage->getDepth() : 0);
 }
 
@@ -81,11 +81,11 @@
 // the base level image for anything except querying texture format and size.
 GLenum TextureD3D::getBaseLevelInternalFormat() const
 {
-    const rx::Image *baseImage = getBaseLevelImage();
+    const Image *baseImage = getBaseLevelImage();
     return (baseImage ? baseImage->getInternalFormat() : GL_NONE);
 }
 
-void TextureD3D::setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, rx::Image *image)
+void TextureD3D::setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, Image *image)
 {
     // No-op
     if (image->getWidth() == 0 || image->getHeight() == 0 || image->getDepth() == 0)
@@ -116,7 +116,7 @@
 }
 
 bool TextureD3D::subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
-                       GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, rx::Image *image)
+                       GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, Image *image)
 {
     const void *pixelData = pixels;
 
@@ -140,7 +140,7 @@
     return true;
 }
 
-void TextureD3D::setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image)
+void TextureD3D::setCompressedImage(GLsizei imageSize, const void *pixels, Image *image)
 {
     if (pixels != NULL)
     {
@@ -150,7 +150,7 @@
 }
 
 bool TextureD3D::subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
-                                 GLenum format, GLsizei imageSize, const void *pixels, rx::Image *image)
+                                 GLenum format, GLsizei imageSize, const void *pixels, Image *image)
 {
     if (pixels != NULL)
     {
@@ -167,7 +167,7 @@
 }
 
 bool TextureD3D::fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
-                               GLenum sizedInternalFormat, GLenum type, rx::RenderTarget *destRenderTarget)
+                               GLenum sizedInternalFormat, GLenum type, RenderTarget *destRenderTarget)
 {
     if (destArea.width <= 0 && destArea.height <= 0 && destArea.depth <= 0)
     {
@@ -203,7 +203,7 @@
 }
 
 
-TextureD3D_2D::TextureD3D_2D(rx::Renderer *renderer)
+TextureD3D_2D::TextureD3D_2D(Renderer *renderer)
     : TextureD3D(renderer),
       Texture2DImpl(),
       mTexStorage(NULL)
@@ -235,7 +235,7 @@
     // ensure the underlying texture is created
     initializeStorage(false);
 
-    rx::TextureStorageInterface *storage = getBaseLevelStorage();
+    TextureStorageInterface *storage = getBaseLevelStorage();
     if (storage)
     {
         updateStorage();
@@ -307,7 +307,7 @@
     if (isFastUnpackable(unpack, sizedInternalFormat) && isLevelComplete(level))
     {
         // Will try to create RT storage if it does not exist
-        rx::RenderTarget *destRenderTarget = getRenderTarget(level);
+        RenderTarget *destRenderTarget = getRenderTarget(level);
         gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), 1);
 
         if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
@@ -336,7 +336,7 @@
 
     if (isFastUnpackable(unpack, getInternalFormat(level)) && isLevelComplete(level))
     {
-        rx::RenderTarget *renderTarget = getRenderTarget(level);
+        RenderTarget *renderTarget = getRenderTarget(level);
         gl::Box destArea(xoffset, yoffset, 0, width, height, 1);
 
         if (renderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, renderTarget))
@@ -435,7 +435,7 @@
 
     mImmutable = true;
 
-    setCompleteTexStorage(new rx::TextureStorageInterface2D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, levels));
+    setCompleteTexStorage(new TextureStorageInterface2D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, levels));
 }
 
 // Tests for 2D texture sampling completeness. [OpenGL ES 2.0.24] section 3.8.2 page 85.
@@ -516,7 +516,7 @@
     {
         SafeDelete(mTexStorage);
     }
-    mTexStorage = new rx::TextureStorageInterface2D(mRenderer, surface->getSwapChain());
+    mTexStorage = new TextureStorageInterface2D(mRenderer, surface->getSwapChain());
 
     mDirtyImages = true;
 }
@@ -627,7 +627,7 @@
         return true;
     }
 
-    const rx::Image *baseImage = getBaseLevelImage();
+    const Image *baseImage = getBaseLevelImage();
 
     GLsizei width = baseImage->getWidth();
     GLsizei height = baseImage->getHeight();
@@ -644,7 +644,7 @@
     }
 
     ASSERT(level >= 1 && level <= (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
-    rx::Image *image = mImageArray[level];
+    ImageD3D *image = mImageArray[level];
 
     if (image->getInternalFormat() != baseImage->getInternalFormat())
     {
@@ -688,7 +688,7 @@
     updateStorage();
 }
 
-rx::TextureStorageInterface2D *TextureD3D_2D::createCompleteStorage(bool renderTarget) const
+TextureStorageInterface2D *TextureD3D_2D::createCompleteStorage(bool renderTarget) const
 {
     GLsizei width = getBaseLevelWidth();
     GLsizei height = getBaseLevelHeight();
@@ -698,7 +698,7 @@
     // use existing storage level count, when previously specified by TexStorage*D
     GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, 1));
 
-    return new rx::TextureStorageInterface2D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, levels);
+    return new TextureStorageInterface2D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, levels);
 }
 
 void TextureD3D_2D::setCompleteTexStorage(TextureStorageInterface2D *newCompleteTexStorage)
@@ -739,7 +739,7 @@
         ASSERT(mTexStorage);
         if (!mTexStorage->isRenderTarget())
         {
-            rx::TextureStorageInterface2D *newRenderTargetStorage = createCompleteStorage(true);
+            TextureStorageInterface2D *newRenderTargetStorage = createCompleteStorage(true);
 
             if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
             {
@@ -808,7 +808,7 @@
 {
     if (isValidLevel(level))
     {
-        rx::ImageD3D *image = mImageArray[level];
+        ImageD3D *image = mImageArray[level];
         if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, width, height))
         {
             image->markClean();
@@ -817,7 +817,7 @@
 }
 
 
-TextureD3D_Cube::TextureD3D_Cube(rx::Renderer *renderer)
+TextureD3D_Cube::TextureD3D_Cube(Renderer *renderer)
     : TextureCubeImpl(),
       TextureD3D(renderer),
       mTexStorage(NULL)
@@ -855,7 +855,7 @@
     // ensure the underlying texture is created
     initializeStorage(false);
 
-    rx::TextureStorageInterface *storage = getBaseLevelStorage();
+    TextureStorageInterface *storage = getBaseLevelStorage();
     if (storage)
     {
         updateStorage();
@@ -1017,7 +1017,7 @@
 
     mImmutable = true;
 
-    setCompleteTexStorage(new rx::TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), size, levels));
+    setCompleteTexStorage(new TextureStorageInterfaceCube(mRenderer, internalformat, IsRenderTargetUsage(mUsage), size, levels));
 }
 
 bool TextureD3D_Cube::isSamplerComplete(const gl::SamplerState &samplerState) const
@@ -1419,4 +1419,559 @@
     }
 }
 
-}
\ No newline at end of file
+
+TextureD3D_3D::TextureD3D_3D(Renderer *renderer)
+    : Texture3DImpl(),
+      TextureD3D(renderer),
+      mTexStorage(NULL)
+{
+    for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+    {
+        mImageArray[i] = ImageD3D::makeImageD3D(renderer->createImage());
+    }
+}
+
+TextureD3D_3D::~TextureD3D_3D()
+{
+    SafeDelete(mTexStorage);
+
+    for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; ++i)
+    {
+        delete mImageArray[i];
+    }
+}
+
+TextureD3D_3D *TextureD3D_3D::makeTextureD3D_3D(Texture3DImpl *texture)
+{
+    ASSERT(HAS_DYNAMIC_TYPE(TextureD3D_3D*, texture));
+    return static_cast<TextureD3D_3D*>(texture);
+}
+
+TextureStorageInterface *TextureD3D_3D::getNativeTexture()
+{
+    // ensure the underlying texture is created
+    initializeStorage(false);
+
+    TextureStorageInterface *storage = getBaseLevelStorage();
+    if (storage)
+    {
+        updateStorage();
+    }
+
+    return storage;
+}
+
+Image *TextureD3D_3D::getImage(int level) const
+{
+    ASSERT(level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS);
+    return mImageArray[level];
+}
+
+void TextureD3D_3D::setUsage(GLenum usage)
+{
+    mUsage = usage;
+}
+
+void TextureD3D_3D::resetDirty()
+{
+    mDirtyImages = false;
+}
+
+GLsizei TextureD3D_3D::getWidth(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getWidth();
+    else
+        return 0;
+}
+
+GLsizei TextureD3D_3D::getHeight(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getHeight();
+    else
+        return 0;
+}
+
+GLsizei TextureD3D_3D::getDepth(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getDepth();
+    else
+        return 0;
+}
+
+GLenum TextureD3D_3D::getInternalFormat(GLint level) const
+{
+    if (level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS)
+        return mImageArray[level]->getInternalFormat();
+    else
+        return GL_NONE;
+}
+
+bool TextureD3D_3D::isDepth(GLint level) const
+{
+    return gl::GetDepthBits(getInternalFormat(level)) > 0;
+}
+
+void TextureD3D_3D::setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    GLenum sizedInternalFormat = gl::IsSizedInternalFormat(internalFormat) ? internalFormat
+                                                                       : gl::GetSizedInternalFormat(format, type);
+    redefineImage(level, sizedInternalFormat, width, height, depth);
+
+    bool fastUnpacked = false;
+
+    // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+    if (isFastUnpackable(unpack, sizedInternalFormat))
+    {
+        // Will try to create RT storage if it does not exist
+        RenderTarget *destRenderTarget = getRenderTarget(level);
+        gl::Box destArea(0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
+
+        if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, sizedInternalFormat, type, destRenderTarget))
+        {
+            // Ensure we don't overwrite our newly initialized data
+            mImageArray[level]->markClean();
+
+            fastUnpacked = true;
+        }
+    }
+
+    if (!fastUnpacked)
+    {
+        TextureD3D::setImage(unpack, type, pixels, mImageArray[level]);
+    }
+}
+
+void TextureD3D_3D::setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels)
+{
+    // compressed formats don't have separate sized internal formats-- we can just use the compressed format directly
+    redefineImage(level, format, width, height, depth);
+
+    TextureD3D::setCompressedImage(imageSize, pixels, mImageArray[level]);
+}
+
+void TextureD3D_3D::subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels)
+{
+    bool fastUnpacked = false;
+
+    // Attempt a fast gpu copy of the pixel data to the surface if the app bound an unpack buffer
+    if (isFastUnpackable(unpack, getInternalFormat(level)))
+    {
+        RenderTarget *destRenderTarget = getRenderTarget(level);
+        gl::Box destArea(xoffset, yoffset, zoffset, width, height, depth);
+
+        if (destRenderTarget && fastUnpackPixels(unpack, pixels, destArea, getInternalFormat(level), type, destRenderTarget))
+        {
+            // Ensure we don't overwrite our newly initialized data
+            mImageArray[level]->markClean();
+
+            fastUnpacked = true;
+        }
+    }
+
+    if (!fastUnpacked && TextureD3D::subImage(xoffset, yoffset, zoffset, width, height, depth, format, type, unpack, pixels, mImageArray[level]))
+    {
+        commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
+    }
+}
+
+void TextureD3D_3D::subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels)
+{
+    if (TextureD3D::subImageCompressed(xoffset, yoffset, zoffset, width, height, depth, format, imageSize, pixels, mImageArray[level]))
+    {
+        commitRect(level, xoffset, yoffset, zoffset, width, height, depth);
+    }
+}
+
+void TextureD3D_3D::copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source)
+{
+    // can only make our texture storage to a render target if level 0 is defined (with a width & height) and
+    // the current level we're copying to is defined (with appropriate format, width & height)
+    bool canCreateRenderTarget = isLevelComplete(level) && isLevelComplete(0);
+
+    if (!mImageArray[level]->isRenderableFormat() || (!mTexStorage && !canCreateRenderTarget))
+    {
+        mImageArray[level]->copy(xoffset, yoffset, zoffset, x, y, width, height, source);
+        mDirtyImages = true;
+    }
+    else
+    {
+        ensureRenderTarget();
+
+        if (isValidLevel(level))
+        {
+            updateStorageLevel(level);
+
+            gl::Rectangle sourceRect;
+            sourceRect.x = x;
+            sourceRect.width = width;
+            sourceRect.y = y;
+            sourceRect.height = height;
+
+            mRenderer->copyImage(source, sourceRect,
+                                 gl::GetFormat(getBaseLevelInternalFormat()),
+                                 xoffset, yoffset, zoffset, mTexStorage, level);
+        }
+    }
+}
+
+void TextureD3D_3D::storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+    for (int level = 0; level < levels; level++)
+    {
+        GLsizei levelWidth = std::max(1, width >> level);
+        GLsizei levelHeight = std::max(1, height >> level);
+        GLsizei levelDepth = std::max(1, depth >> level);
+        mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, levelWidth, levelHeight, levelDepth, true);
+    }
+
+    for (int level = levels; level < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; level++)
+    {
+        mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, GL_NONE, 0, 0, 0, true);
+    }
+
+    mImmutable = true;
+
+    setCompleteTexStorage(new TextureStorageInterface3D(mRenderer, internalformat, IsRenderTargetUsage(mUsage), width, height, depth, levels));
+}
+
+bool TextureD3D_3D::isSamplerComplete(const gl::SamplerState &samplerState) const
+{
+    GLsizei width = getBaseLevelWidth();
+    GLsizei height = getBaseLevelHeight();
+    GLsizei depth = getBaseLevelDepth();
+
+    if (width <= 0 || height <= 0 || depth <= 0)
+    {
+        return false;
+    }
+
+    // TODO(geofflang): use context's texture caps
+    if (!mRenderer->getRendererTextureCaps().get(getInternalFormat(0)).filtering)
+    {
+        if (samplerState.magFilter != GL_NEAREST ||
+            (samplerState.minFilter != GL_NEAREST && samplerState.minFilter != GL_NEAREST_MIPMAP_NEAREST))
+        {
+            return false;
+        }
+    }
+
+    if (IsMipmapFiltered(samplerState) && !isMipmapComplete())
+    {
+        return false;
+    }
+
+    return true;
+}
+
+bool TextureD3D_3D::isMipmapComplete() const
+{
+    int levelCount = mipLevels();
+
+    for (int level = 0; level < levelCount; level++)
+    {
+        if (!isLevelComplete(level))
+        {
+            return false;
+        }
+    }
+
+    return true;
+}
+
+void TextureD3D_3D::generateMipmaps()
+{
+    // Purge array levels 1 through q and reset them to represent the generated mipmap levels.
+    int levelCount = mipLevels();
+    for (int level = 1; level < levelCount; level++)
+    {
+        redefineImage(level, getBaseLevelInternalFormat(),
+                      std::max(getBaseLevelWidth() >> level, 1),
+                      std::max(getBaseLevelHeight() >> level, 1),
+                      std::max(getBaseLevelDepth() >> level, 1));
+    }
+
+    if (mTexStorage && mTexStorage->isRenderTarget())
+    {
+        for (int level = 1; level < levelCount; level++)
+        {
+            mTexStorage->generateMipmap(level);
+
+            mImageArray[level]->markClean();
+        }
+    }
+    else
+    {
+        for (int level = 1; level < levelCount; level++)
+        {
+            mRenderer->generateMipmap(mImageArray[level], mImageArray[level - 1]);
+        }
+    }
+}
+
+unsigned int TextureD3D_3D::getRenderTargetSerial(GLint level, GLint layer)
+{
+    return (ensureRenderTarget() ? mTexStorage->getRenderTargetSerial(level, layer) : 0);
+}
+
+RenderTarget *TextureD3D_3D::getRenderTarget(GLint level)
+{
+    // ensure the underlying texture is created
+    if (!ensureRenderTarget())
+    {
+        return NULL;
+    }
+
+    updateStorageLevel(level);
+
+    // ensure this is NOT a depth texture
+    if (isDepth(level))
+    {
+        return NULL;
+    }
+
+    return mTexStorage->getRenderTarget(level);
+}
+
+RenderTarget *TextureD3D_3D::getRenderTarget(GLint level, GLint layer)
+{
+    // ensure the underlying texture is created
+    if (!ensureRenderTarget())
+    {
+        return NULL;
+    }
+
+    updateStorage();
+
+    // ensure this is NOT a depth texture
+    if (isDepth(level))
+    {
+        return NULL;
+    }
+
+    return mTexStorage->getRenderTarget(level, layer);
+}
+
+RenderTarget *TextureD3D_3D::getDepthStencil(GLint level, GLint layer)
+{
+    // ensure the underlying texture is created
+    if (!ensureRenderTarget())
+    {
+        return NULL;
+    }
+
+    updateStorageLevel(level);
+
+    // ensure this is a depth texture
+    if (!isDepth(level))
+    {
+        return NULL;
+    }
+
+    return mTexStorage->getRenderTarget(level, layer);
+}
+
+void TextureD3D_3D::initializeStorage(bool renderTarget)
+{
+    // Only initialize the first time this texture is used as a render target or shader resource
+    if (mTexStorage)
+    {
+        return;
+    }
+
+    // do not attempt to create storage for nonexistant data
+    if (!isLevelComplete(0))
+    {
+        return;
+    }
+
+    bool createRenderTarget = (renderTarget || mUsage == GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
+
+    setCompleteTexStorage(createCompleteStorage(createRenderTarget));
+    ASSERT(mTexStorage);
+
+    // flush image data to the storage
+    updateStorage();
+}
+
+TextureStorageInterface3D *TextureD3D_3D::createCompleteStorage(bool renderTarget) const
+{
+    GLsizei width = getBaseLevelWidth();
+    GLsizei height = getBaseLevelHeight();
+    GLsizei depth = getBaseLevelDepth();
+
+    ASSERT(width > 0 && height > 0 && depth > 0);
+
+    // use existing storage level count, when previously specified by TexStorage*D
+    GLint levels = (mTexStorage ? mTexStorage->getLevelCount() : creationLevels(width, height, depth));
+
+    return new TextureStorageInterface3D(mRenderer, getBaseLevelInternalFormat(), renderTarget, width, height, depth, levels);
+}
+
+void TextureD3D_3D::setCompleteTexStorage(TextureStorageInterface3D *newCompleteTexStorage)
+{
+    SafeDelete(mTexStorage);
+    mTexStorage = newCompleteTexStorage;
+    mDirtyImages = true;
+
+    // We do not support managed 3D storage, as that is D3D9/ES2-only
+    ASSERT(!mTexStorage->isManaged());
+}
+
+void TextureD3D_3D::updateStorage()
+{
+    ASSERT(mTexStorage != NULL);
+    GLint storageLevels = mTexStorage->getLevelCount();
+    for (int level = 0; level < storageLevels; level++)
+    {
+        if (mImageArray[level]->isDirty() && isLevelComplete(level))
+        {
+            updateStorageLevel(level);
+        }
+    }
+}
+
+bool TextureD3D_3D::ensureRenderTarget()
+{
+    initializeStorage(true);
+
+    if (getBaseLevelWidth() > 0 && getBaseLevelHeight() > 0 && getBaseLevelDepth() > 0)
+    {
+        ASSERT(mTexStorage);
+        if (!mTexStorage->isRenderTarget())
+        {
+            TextureStorageInterface3D *newRenderTargetStorage = createCompleteStorage(true);
+
+            if (!mRenderer->copyToRenderTarget(newRenderTargetStorage, mTexStorage))
+            {
+                delete newRenderTargetStorage;
+                return gl::error(GL_OUT_OF_MEMORY, false);
+            }
+
+            setCompleteTexStorage(newRenderTargetStorage);
+        }
+    }
+
+    return (mTexStorage && mTexStorage->isRenderTarget());
+}
+
+TextureStorageInterface *TextureD3D_3D::getBaseLevelStorage()
+{
+    return mTexStorage;
+}
+
+const ImageD3D *TextureD3D_3D::getBaseLevelImage() const
+{
+    return mImageArray[0];
+}
+
+bool TextureD3D_3D::isValidLevel(int level) const
+{
+    return (mTexStorage ? (level >= 0 && level < mTexStorage->getLevelCount()) : 0);
+}
+
+bool TextureD3D_3D::isLevelComplete(int level) const
+{
+    ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+
+    if (isImmutable())
+    {
+        return true;
+    }
+
+    GLsizei width = getBaseLevelWidth();
+    GLsizei height = getBaseLevelHeight();
+    GLsizei depth = getBaseLevelDepth();
+
+    if (width <= 0 || height <= 0 || depth <= 0)
+    {
+        return false;
+    }
+
+    if (level == 0)
+    {
+        return true;
+    }
+
+    ImageD3D *levelImage = mImageArray[level];
+
+    if (levelImage->getInternalFormat() != getBaseLevelInternalFormat())
+    {
+        return false;
+    }
+
+    if (levelImage->getWidth() != std::max(1, width >> level))
+    {
+        return false;
+    }
+
+    if (levelImage->getHeight() != std::max(1, height >> level))
+    {
+        return false;
+    }
+
+    if (levelImage->getDepth() != std::max(1, depth >> level))
+    {
+        return false;
+    }
+
+    return true;
+}
+
+void TextureD3D_3D::updateStorageLevel(int level)
+{
+    ASSERT(level >= 0 && level < (int)ArraySize(mImageArray) && mImageArray[level] != NULL);
+    ASSERT(isLevelComplete(level));
+
+    if (mImageArray[level]->isDirty())
+    {
+        commitRect(level, 0, 0, 0, getWidth(level), getHeight(level), getDepth(level));
+    }
+}
+
+void TextureD3D_3D::redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth)
+{
+    // If there currently is a corresponding storage texture image, it has these parameters
+    const int storageWidth = std::max(1, getBaseLevelWidth() >> level);
+    const int storageHeight = std::max(1, getBaseLevelHeight() >> level);
+    const int storageDepth = std::max(1, getBaseLevelDepth() >> level);
+    const GLenum storageFormat = getBaseLevelInternalFormat();
+
+    mImageArray[level]->redefine(mRenderer, GL_TEXTURE_3D, internalformat, width, height, depth, false);
+
+    if (mTexStorage)
+    {
+        const int storageLevels = mTexStorage->getLevelCount();
+
+        if ((level >= storageLevels && storageLevels != 0) ||
+            width != storageWidth ||
+            height != storageHeight ||
+            depth != storageDepth ||
+            internalformat != storageFormat)   // Discard mismatched storage
+        {
+            for (int i = 0; i < gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS; i++)
+            {
+                mImageArray[i]->markDirty();
+            }
+
+            SafeDelete(mTexStorage);
+            mDirtyImages = true;
+        }
+    }
+}
+
+void TextureD3D_3D::commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth)
+{
+    if (isValidLevel(level))
+    {
+        ImageD3D *image = mImageArray[level];
+        if (image->copyToStorage(mTexStorage, level, xoffset, yoffset, zoffset, width, height, depth))
+        {
+            image->markClean();
+        }
+    }
+}
+
+}
diff --git a/src/libGLESv2/renderer/d3d/TextureD3D.h b/src/libGLESv2/renderer/d3d/TextureD3D.h
index c749b86..eaa5812 100644
--- a/src/libGLESv2/renderer/d3d/TextureD3D.h
+++ b/src/libGLESv2/renderer/d3d/TextureD3D.h
@@ -27,11 +27,12 @@
 class TextureStorageInterface;
 class TextureStorageInterface2D;
 class TextureStorageInterfaceCube;
+class TextureStorageInterface3D;
 
 class TextureD3D
 {
   public:
-    TextureD3D(rx::Renderer *renderer);
+    TextureD3D(Renderer *renderer);
     virtual ~TextureD3D();
 
     GLint getBaseLevelWidth() const;
@@ -42,15 +43,15 @@
     bool isImmutable() const { return mImmutable; }
 
   protected:
-    void setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, rx::Image *image);
+    void setImage(const gl::PixelUnpackState &unpack, GLenum type, const void *pixels, Image *image);
     bool subImage(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
-                  GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, rx::Image *image);
-    void setCompressedImage(GLsizei imageSize, const void *pixels, rx::Image *image);
+                  GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels, Image *image);
+    void setCompressedImage(GLsizei imageSize, const void *pixels, Image *image);
     bool subImageCompressed(GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth,
-                            GLenum format, GLsizei imageSize, const void *pixels, rx::Image *image);
+                            GLenum format, GLsizei imageSize, const void *pixels, Image *image);
     bool isFastUnpackable(const gl::PixelUnpackState &unpack, GLenum sizedInternalFormat);
     bool fastUnpackPixels(const gl::PixelUnpackState &unpack, const void *pixels, const gl::Box &destArea,
-                                  GLenum sizedInternalFormat, GLenum type, rx::RenderTarget *destRenderTarget);
+                                  GLenum sizedInternalFormat, GLenum type, RenderTarget *destRenderTarget);
 
     GLint creationLevels(GLsizei width, GLsizei height, GLsizei depth) const;
     int mipLevels() const;
@@ -73,7 +74,7 @@
 class TextureD3D_2D : public Texture2DImpl, public TextureD3D
 {
   public:
-    TextureD3D_2D(rx::Renderer *renderer);
+    TextureD3D_2D(Renderer *renderer);
     virtual ~TextureD3D_2D();
 
     static TextureD3D_2D *makeTextureD3D_2D(Texture2DImpl *texture);
@@ -139,7 +140,7 @@
 class TextureD3D_Cube : public TextureCubeImpl, public TextureD3D
 {
   public:
-    TextureD3D_Cube(rx::Renderer *renderer);
+    TextureD3D_Cube(Renderer *renderer);
     virtual ~TextureD3D_Cube();
 
     static TextureD3D_Cube *makeTextureD3D_Cube(TextureCubeImpl *texture);
@@ -200,6 +201,70 @@
     TextureStorageInterfaceCube *mTexStorage;
 };
 
+class TextureD3D_3D : public Texture3DImpl, public TextureD3D
+{
+  public:
+    TextureD3D_3D(Renderer *renderer);
+    virtual ~TextureD3D_3D();
+
+    static TextureD3D_3D *makeTextureD3D_3D(Texture3DImpl *texture);
+
+    virtual TextureStorageInterface *getNativeTexture();
+
+    virtual Image *getImage(int level) const;
+
+    virtual void setUsage(GLenum usage);
+    virtual bool hasDirtyImages() const { return mDirtyImages; }
+    virtual void resetDirty();
+
+    GLsizei getWidth(GLint level) const;
+    GLsizei getHeight(GLint level) const;
+    GLsizei getDepth(GLint level) const;
+    GLenum getInternalFormat(GLint level) const;
+    bool isDepth(GLint level) const;
+
+    virtual void setImage(GLint level, GLsizei width, GLsizei height, GLsizei depth, GLenum internalFormat, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+    virtual void setCompressedImage(GLint level, GLenum format, GLsizei width, GLsizei height, GLsizei depth, GLsizei imageSize, const void *pixels);
+    virtual void subImage(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const gl::PixelUnpackState &unpack, const void *pixels);
+    virtual void subImageCompressed(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *pixels);
+    virtual void copySubImage(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height, gl::Framebuffer *source);
+    virtual void storage(GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+
+    virtual bool isSamplerComplete(const gl::SamplerState &samplerState) const;
+    virtual bool isMipmapComplete() const;
+
+    virtual void generateMipmaps();
+
+    virtual unsigned int getRenderTargetSerial(GLint level, GLint layer);
+
+    virtual RenderTarget *getRenderTarget(GLint level);
+    virtual RenderTarget *getRenderTarget(GLint level, GLint layer);
+    virtual RenderTarget *getDepthStencil(GLint level, GLint layer);
+
+  private:
+    DISALLOW_COPY_AND_ASSIGN(TextureD3D_3D);
+
+    virtual void initializeStorage(bool renderTarget);
+    TextureStorageInterface3D *createCompleteStorage(bool renderTarget) const;
+    void setCompleteTexStorage(TextureStorageInterface3D *newCompleteTexStorage);
+
+    void updateStorage();
+    bool ensureRenderTarget();
+    virtual TextureStorageInterface *getBaseLevelStorage();
+    virtual const ImageD3D *getBaseLevelImage() const;
+
+    bool isValidLevel(int level) const;
+    bool isLevelComplete(int level) const;
+    void updateStorageLevel(int level);
+
+    void redefineImage(GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth);
+    void commitRect(GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth);
+
+    ImageD3D *mImageArray[gl::IMPLEMENTATION_MAX_TEXTURE_LEVELS];
+
+    TextureStorageInterface3D *mTexStorage;
+};
+
 }
 
 #endif // LIBGLESV2_RENDERER_TEXTURED3D_H_
diff --git a/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp b/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
index 0e9b637..9b1687c 100644
--- a/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
+++ b/src/libGLESv2/renderer/d3d/d3d11/Renderer11.cpp
@@ -2911,6 +2911,11 @@
     return new TextureD3D_Cube(this);
 }
 
+Texture3DImpl *Renderer11::createTexture3D()
+{
+    return new TextureD3D_3D(this);
+}
+
 void Renderer11::readTextureData(ID3D11Texture2D *texture, unsigned int subResource, const gl::Rectangle &area, GLenum format,
                                  GLenum type, GLuint outputPitch, const gl::PixelPackState &pack, void *pixels)
 {
diff --git a/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h b/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
index 654b07f..dfe9d9c 100644
--- a/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
+++ b/src/libGLESv2/renderer/d3d/d3d11/Renderer11.h
@@ -180,6 +180,7 @@
     // Texture creation
     virtual Texture2DImpl *createTexture2D();
     virtual TextureCubeImpl *createTextureCube();
+    virtual Texture3DImpl *createTexture3D();
 
     // Buffer creation
     virtual BufferImpl *createBuffer();
diff --git a/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp b/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
index 867bedc..323d9c0 100644
--- a/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
+++ b/src/libGLESv2/renderer/d3d/d3d9/Renderer9.cpp
@@ -3204,6 +3204,11 @@
     return new TextureD3D_Cube(this);
 }
 
+Texture3DImpl *Renderer9::createTexture3D()
+{
+    return new TextureD3D_3D(this);
+}
+
 bool Renderer9::getLUID(LUID *adapterLuid) const
 {
     adapterLuid->HighPart = 0;
diff --git a/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h b/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h
index f4e412c..12d3697 100644
--- a/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h
+++ b/src/libGLESv2/renderer/d3d/d3d9/Renderer9.h
@@ -182,6 +182,7 @@
     // Texture creation
     virtual Texture2DImpl *createTexture2D();
     virtual TextureCubeImpl *createTextureCube();
+    virtual Texture3DImpl *createTexture3D();
 
     // Buffer creation
     virtual BufferImpl *createBuffer();