#ifndef _TCUTEXTURE_HPP
#define _TCUTEXTURE_HPP
/*-------------------------------------------------------------------------
 * drawElements Quality Program Tester Core
 * ----------------------------------------
 *
 * Copyright 2014 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 *
 *//*!
 * \file
 * \brief Reference Texture Implementation.
 *//*--------------------------------------------------------------------*/

#include "tcuDefs.hpp"
#include "tcuVector.hpp"
#include "rrGenericVector.hpp"
#include "deArrayBuffer.hpp"

#include <vector>
#include <ostream>

namespace tcu
{

/*--------------------------------------------------------------------*//*!
 * \brief Texture format
 *//*--------------------------------------------------------------------*/
class TextureFormat
{
public:
	enum ChannelOrder
	{
		R = 0,
		A,
		I,
		L,
		LA,
		RG,
		RA,
		RGB,
		RGBA,
		ARGB,
		BGR,
		BGRA,

		sR,
		sRG,
		sRGB,
		sRGBA,
		sBGR,
		sBGRA,

		D,
		S,
		DS,

		CHANNELORDER_LAST
	};

	enum ChannelType
	{
		SNORM_INT8 = 0,
		SNORM_INT16,
		SNORM_INT32,
		UNORM_INT8,
		UNORM_INT16,
		UNORM_INT24,
		UNORM_INT32,
		UNORM_BYTE_44,
		UNORM_SHORT_565,
		UNORM_SHORT_555,
		UNORM_SHORT_4444,
		UNORM_SHORT_5551,
		UNORM_SHORT_1555,
		UNORM_INT_101010,
		SNORM_INT_1010102_REV,
		UNORM_INT_1010102_REV,
		UNSIGNED_BYTE_44,
		UNSIGNED_SHORT_565,
		UNSIGNED_SHORT_4444,
		UNSIGNED_SHORT_5551,
		SIGNED_INT_1010102_REV,
		UNSIGNED_INT_1010102_REV,
		UNSIGNED_INT_11F_11F_10F_REV,
		UNSIGNED_INT_999_E5_REV,
		UNSIGNED_INT_16_8_8,
		UNSIGNED_INT_24_8,
		UNSIGNED_INT_24_8_REV,
		SIGNED_INT8,
		SIGNED_INT16,
		SIGNED_INT32,
		UNSIGNED_INT8,
		UNSIGNED_INT16,
		UNSIGNED_INT24,
		UNSIGNED_INT32,
		HALF_FLOAT,
		FLOAT,
		FLOAT64,
		FLOAT_UNSIGNED_INT_24_8_REV,

		CHANNELTYPE_LAST
	};

	ChannelOrder	order;
	ChannelType		type;

	TextureFormat (ChannelOrder order_, ChannelType type_)
		: order	(order_)
		, type	(type_)
	{
	}

	TextureFormat (void)
		: order	(CHANNELORDER_LAST)
		, type	(CHANNELTYPE_LAST)
	{
	}

	int getPixelSize (void) const; //!< Deprecated, use tcu::getPixelSize(fmt)

	bool operator== (const TextureFormat& other) const { return !(*this != other); }
	bool operator!= (const TextureFormat& other) const
	{
		return (order != other.order || type != other.type);
	}
} DE_WARN_UNUSED_TYPE;

bool	isValid			(TextureFormat format);
int		getPixelSize	(TextureFormat format);

/*--------------------------------------------------------------------*//*!
 * \brief Texture swizzle
 *//*--------------------------------------------------------------------*/
struct TextureSwizzle
{
	enum Channel
	{
		// \note CHANNEL_N must equal int N
		CHANNEL_0 = 0,
		CHANNEL_1,
		CHANNEL_2,
		CHANNEL_3,

		CHANNEL_ZERO,
		CHANNEL_ONE,

		CHANNEL_LAST
	};

	Channel components[4];
};

//! get the swizzle used to expand texture data with a given channel order to RGBA form
const TextureSwizzle& getChannelReadSwizzle		(TextureFormat::ChannelOrder order);

//! get the swizzle used to narrow RGBA form data to native texture data with a given channel order
const TextureSwizzle& getChannelWriteSwizzle	(TextureFormat::ChannelOrder order);

/*--------------------------------------------------------------------*//*!
 * \brief Sampling parameters
 *//*--------------------------------------------------------------------*/
class Sampler
{
public:
	enum WrapMode
	{
		CLAMP_TO_EDGE = 0,	//! Clamp to edge
		CLAMP_TO_BORDER,	//! Use border color at edge
		REPEAT_GL,			//! Repeat with OpenGL semantics
		REPEAT_CL,			//! Repeat with OpenCL semantics
		MIRRORED_REPEAT_GL,	//! Mirrored repeat with OpenGL semantics
		MIRRORED_REPEAT_CL, //! Mirrored repeat with OpenCL semantics
		MIRRORED_ONCE,		//! Mirrored once in negative directions

		WRAPMODE_LAST
	};

	enum FilterMode
	{
		NEAREST = 0,
		LINEAR,

		NEAREST_MIPMAP_NEAREST,
		NEAREST_MIPMAP_LINEAR,
		LINEAR_MIPMAP_NEAREST,
		LINEAR_MIPMAP_LINEAR,

		FILTERMODE_LAST
	};

	enum CompareMode
	{
		COMPAREMODE_NONE = 0,
		COMPAREMODE_LESS,
		COMPAREMODE_LESS_OR_EQUAL,
		COMPAREMODE_GREATER,
		COMPAREMODE_GREATER_OR_EQUAL,
		COMPAREMODE_EQUAL,
		COMPAREMODE_NOT_EQUAL,
		COMPAREMODE_ALWAYS,
		COMPAREMODE_NEVER,

		COMPAREMODE_LAST
	};

	enum DepthStencilMode
	{
		MODE_DEPTH = 0,
		MODE_STENCIL,

		MODE_LAST
	};

	// Wrap control
	WrapMode			wrapS;
	WrapMode			wrapT;
	WrapMode			wrapR;

	// Minifcation & magnification
	FilterMode			minFilter;
	FilterMode			magFilter;
	float				lodThreshold;		// lod <= lodThreshold ? magnified : minified

	// Coordinate normalization
	bool				normalizedCoords;

	// Shadow comparison
	CompareMode			compare;
	int					compareChannel;

	// Border color.
	// \note It is setter's responsibility to guarantee that the values are representable
	//       in sampled texture's internal format.
	// \note It is setter's responsibility to guarantee that the format is compatible with the
	//       sampled texture's internal format. Otherwise results are undefined.
	rr::GenericVec4		borderColor;

	// Seamless cube map filtering
	bool				seamlessCubeMap;

	// Depth stencil mode
	DepthStencilMode	depthStencilMode;

	Sampler (WrapMode			wrapS_,
			 WrapMode			wrapT_,
			 WrapMode			wrapR_,
			 FilterMode			minFilter_,
			 FilterMode			magFilter_,
			 float				lodThreshold_		= 0.0f,
			 bool				normalizedCoords_	= true,
			 CompareMode		compare_			= COMPAREMODE_NONE,
			 int				compareChannel_		= 0,
			 const Vec4&		borderColor_		= Vec4(0.0f, 0.0f, 0.0f, 0.0f),
			 bool				seamlessCubeMap_	= false,
			 DepthStencilMode	depthStencilMode_	= MODE_DEPTH)
		: wrapS				(wrapS_)
		, wrapT				(wrapT_)
		, wrapR				(wrapR_)
		, minFilter			(minFilter_)
		, magFilter			(magFilter_)
		, lodThreshold		(lodThreshold_)
		, normalizedCoords	(normalizedCoords_)
		, compare			(compare_)
		, compareChannel	(compareChannel_)
		, borderColor		(borderColor_)
		, seamlessCubeMap	(seamlessCubeMap_)
		, depthStencilMode	(depthStencilMode_)
	{
	}

	Sampler (void)
		: wrapS				(WRAPMODE_LAST)
		, wrapT				(WRAPMODE_LAST)
		, wrapR				(WRAPMODE_LAST)
		, minFilter			(FILTERMODE_LAST)
		, magFilter			(FILTERMODE_LAST)
		, lodThreshold		(0.0f)
		, normalizedCoords	(true)
		, compare			(COMPAREMODE_NONE)
		, compareChannel	(0)
		, borderColor		(Vec4(0.0f, 0.0f, 0.0f, 0.0f))
		, seamlessCubeMap	(false)
		, depthStencilMode	(MODE_DEPTH)
	{
	}
} DE_WARN_UNUSED_TYPE;

// Calculate pitches for pixel data with no padding.
IVec3 calculatePackedPitch (const TextureFormat& format, const IVec3& size);

class TextureLevel;

/*--------------------------------------------------------------------*//*!
 * \brief Read-only pixel data access
 *
 * ConstPixelBufferAccess encapsulates pixel data pointer along with
 * format and layout information. It can be used for read-only access
 * to arbitrary pixel buffers.
 *
 * Access objects are like iterators or pointers. They can be passed around
 * as values and are valid as long as the storage doesn't change.
 *//*--------------------------------------------------------------------*/
class ConstPixelBufferAccess
{
public:
							ConstPixelBufferAccess		(void);
							ConstPixelBufferAccess		(const TextureLevel& level);
							ConstPixelBufferAccess		(const TextureFormat& format, int width, int height, int depth, const void* data);
							ConstPixelBufferAccess		(const TextureFormat& format, const IVec3& size, const void* data);
							ConstPixelBufferAccess		(const TextureFormat& format, int width, int height, int depth, int rowPitch, int slicePitch, const void* data);
							ConstPixelBufferAccess		(const TextureFormat& format, const IVec3& size, const IVec3& pitch, const void* data);

	const TextureFormat&	getFormat					(void) const	{ return m_format;					}
	const IVec3&			getSize						(void) const	{ return m_size;					}
	int						getWidth					(void) const	{ return m_size.x();				}
	int						getHeight					(void) const	{ return m_size.y();				}
	int						getDepth					(void) const	{ return m_size.z();				}
	int						getPixelPitch				(void) const	{ return m_pitch.x();				}
	int						getRowPitch					(void) const	{ return m_pitch.y();				}
	int						getSlicePitch				(void) const	{ return m_pitch.z();				}
	const IVec3&			getPitch					(void) const	{ return m_pitch;					}

	const void*				getDataPtr					(void) const	{ return m_data;					}
	const void*				getPixelPtr					(int x, int y, int z = 0) const { return (const deUint8*)m_data + x * m_pitch.x() + y * m_pitch.y() + z * m_pitch.z(); }

	Vec4					getPixel					(int x, int y, int z = 0) const;
	IVec4					getPixelInt					(int x, int y, int z = 0) const;
	UVec4					getPixelUint				(int x, int y, int z = 0) const { return getPixelInt(x, y, z).cast<deUint32>(); }

	template<typename T>
	Vector<T, 4>			getPixelT					(int x, int y, int z = 0) const;

	float					getPixDepth					(int x, int y, int z = 0) const;
	int						getPixStencil				(int x, int y, int z = 0) const;

	Vec4					sample1D					(const Sampler& sampler, Sampler::FilterMode filter, float s, int level) const;
	Vec4					sample2D					(const Sampler& sampler, Sampler::FilterMode filter, float s, float t, int depth) const;
	Vec4					sample3D					(const Sampler& sampler, Sampler::FilterMode filter, float s, float t, float r) const;

	Vec4					sample1DOffset				(const Sampler& sampler, Sampler::FilterMode filter, float s, const IVec2& offset) const;
	Vec4					sample2DOffset				(const Sampler& sampler, Sampler::FilterMode filter, float s, float t, const IVec3& offset) const;
	Vec4					sample3DOffset				(const Sampler& sampler, Sampler::FilterMode filter, float s, float t, float r, const IVec3& offset) const;

	float					sample1DCompare				(const Sampler& sampler, Sampler::FilterMode filter, float ref, float s, const IVec2& offset) const;
	float					sample2DCompare				(const Sampler& sampler, Sampler::FilterMode filter, float ref, float s, float t, const IVec3& offset) const;

protected:
	TextureFormat			m_format;
	IVec3					m_size;
	IVec3					m_pitch;	//!< (pixelPitch, rowPitch, slicePitch)
	mutable void*			m_data;
} DE_WARN_UNUSED_TYPE;

/*--------------------------------------------------------------------*//*!
 * \brief Read-write pixel data access
 *
 * This class extends read-only access object by providing write functionality.
 *
 * \note PixelBufferAccess may not have any data members nor add any
 *		 virtual functions. It must be possible to reinterpret_cast<>
 *		 PixelBufferAccess to ConstPixelBufferAccess.
 *//*--------------------------------------------------------------------*/
class PixelBufferAccess : public ConstPixelBufferAccess
{
public:
						PixelBufferAccess	(void) {}
						PixelBufferAccess	(TextureLevel& level);
						PixelBufferAccess	(const TextureFormat& format, int width, int height, int depth, void* data);
						PixelBufferAccess	(const TextureFormat& format, const IVec3& size, void* data);
						PixelBufferAccess	(const TextureFormat& format, int width, int height, int depth, int rowPitch, int slicePitch, void* data);
						PixelBufferAccess	(const TextureFormat& format, const IVec3& size, const IVec3& pitch, void* data);

	void*				getDataPtr			(void) const { return m_data; }
	void*				getPixelPtr			(int x, int y, int z = 0) const { return (deUint8*)m_data + x * m_pitch.x() + y * m_pitch.y() + z * m_pitch.z(); }

	void				setPixel			(const tcu::Vec4& color, int x, int y, int z = 0) const;
	void				setPixel			(const tcu::IVec4& color, int x, int y, int z = 0) const;
	void				setPixel			(const tcu::UVec4& color, int x, int y, int z = 0) const { setPixel(color.cast<int>(), x, y, z); }

	void				setPixDepth			(float depth, int x, int y, int z = 0) const;
	void				setPixStencil		(int stencil, int x, int y, int z = 0) const;
} DE_WARN_UNUSED_TYPE;

/*--------------------------------------------------------------------*//*!
 * \brief Generic pixel data container
 *
 * This container supports all valid TextureFormat combinations and
 * both 2D and 3D textures. To read or manipulate data access object must
 * be queried using getAccess().
 *//*--------------------------------------------------------------------*/
class TextureLevel
{
public:
								TextureLevel		(void);
								TextureLevel		(const TextureFormat& format);
								TextureLevel		(const TextureFormat& format, int width, int height, int depth = 1);
								~TextureLevel		(void);

	const IVec3&				getSize				(void) const	{ return m_size;		}
	int							getWidth			(void) const	{ return m_size.x();	}
	int							getHeight			(void) const	{ return m_size.y();	}
	int							getDepth			(void) const	{ return m_size.z();	}
	bool						isEmpty				(void) const	{ return m_size.x() * m_size.y() * m_size.z() == 0; }
	const TextureFormat			getFormat			(void) const	{ return m_format;	}

	void						setStorage			(const TextureFormat& format, int width, int heigth, int depth = 1);
	void						setSize				(int width, int height, int depth = 1);

	PixelBufferAccess			getAccess			(void)			{ return isEmpty() ? PixelBufferAccess() : PixelBufferAccess(m_format, m_size, calculatePackedPitch(m_format, m_size), getPtr());			}
	ConstPixelBufferAccess		getAccess			(void) const	{ return isEmpty() ? ConstPixelBufferAccess() : ConstPixelBufferAccess(m_format, m_size, calculatePackedPitch(m_format, m_size), getPtr());	}

private:
	void*						getPtr				(void)			{ return m_data.getPtr(); }
	const void*					getPtr				(void) const	{ return m_data.getPtr(); }

	TextureFormat				m_format;
	IVec3						m_size;
	de::ArrayBuffer<deUint8>	m_data;

	friend class ConstPixelBufferAccess;
} DE_WARN_UNUSED_TYPE;

Vec4	sampleLevelArray1D				(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, int level, float lod);
Vec4	sampleLevelArray2D				(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, int depth, float lod);
Vec4	sampleLevelArray3D				(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod);

Vec4	sampleLevelArray1DOffset		(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float lod, const IVec2& offset);
Vec4	sampleLevelArray2DOffset		(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float lod, const IVec3& offset);
Vec4	sampleLevelArray3DOffset		(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset);

float	sampleLevelArray1DCompare		(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float ref, float s, float lod, const IVec2& offset);
float	sampleLevelArray2DCompare		(const ConstPixelBufferAccess* levels, int numLevels, const Sampler& sampler, float ref, float s, float t, float lod, const IVec3& offset);

Vec4	gatherArray2DOffsets			(const ConstPixelBufferAccess& src, const Sampler& sampler, float s, float t, int depth, int componentNdx, const IVec2 (&offsets)[4]);
Vec4	gatherArray2DOffsetsCompare		(const ConstPixelBufferAccess& src, const Sampler& sampler, float ref, float s, float t, int depth, const IVec2 (&offsets)[4]);

enum CubeFace
{
	CUBEFACE_NEGATIVE_X = 0,
	CUBEFACE_POSITIVE_X,
	CUBEFACE_NEGATIVE_Y,
	CUBEFACE_POSITIVE_Y,
	CUBEFACE_NEGATIVE_Z,
	CUBEFACE_POSITIVE_Z,

	CUBEFACE_LAST
};

/*--------------------------------------------------------------------*//*!
 * \brief Coordinates projected onto cube face.
 *//*--------------------------------------------------------------------*/
template<typename T>
struct CubeFaceCoords
{
	CubeFace		face;
	T				s;
	T				t;

					CubeFaceCoords		(CubeFace face_, T s_, T t_) : face(face_), s(s_), t(t_) {}
					CubeFaceCoords		(CubeFace face_, const Vector<T, 2>& c) : face(face_), s(c.x()), t(c.y()) {}
} DE_WARN_UNUSED_TYPE;

typedef CubeFaceCoords<float>	CubeFaceFloatCoords;
typedef CubeFaceCoords<int>		CubeFaceIntCoords;

CubeFace				selectCubeFace			(const Vec3& coords);
Vec2					projectToFace			(CubeFace face, const Vec3& coords);
CubeFaceFloatCoords		getCubeFaceCoords		(const Vec3& coords);
CubeFaceIntCoords		remapCubeEdgeCoords		(const CubeFaceIntCoords& coords, int size);

/*--------------------------------------------------------------------*//*!
 * \brief 1D Texture View
 *//*--------------------------------------------------------------------*/
class Texture1DView
{
public:
									Texture1DView		(int numLevels, const ConstPixelBufferAccess* levels);

	int								getNumLevels		(void) const	{ return m_numLevels;										}
	int								getWidth			(void) const	{ return m_numLevels > 0 ? m_levels[0].getWidth()	: 0;	}
	const ConstPixelBufferAccess&	getLevel			(int ndx) const	{ DE_ASSERT(de::inBounds(ndx, 0, m_numLevels)); return m_levels[ndx];	}
	const ConstPixelBufferAccess*	getLevels			(void) const	{ return m_levels;											}

	Vec4							sample				(const Sampler& sampler, float s, float lod) const;
	Vec4							sampleOffset		(const Sampler& sampler, float s, float lod, deInt32 offset) const;
	float							sampleCompare		(const Sampler& sampler, float ref, float s, float lod) const;
	float							sampleCompareOffset	(const Sampler& sampler, float ref, float s, float lod, deInt32 offset) const;

protected:
	int								m_numLevels;
	const ConstPixelBufferAccess*	m_levels;
} DE_WARN_UNUSED_TYPE;

inline Texture1DView::Texture1DView (int numLevels, const ConstPixelBufferAccess* levels)
	: m_numLevels	(numLevels)
	, m_levels		(levels)
{
	DE_ASSERT(m_numLevels >= 0 && ((m_numLevels == 0) == !m_levels));
}

inline Vec4 Texture1DView::sample (const Sampler& sampler, float s, float lod) const
{
	return sampleLevelArray1D(m_levels, m_numLevels, sampler, s, 0 /* depth */, lod);
}

inline Vec4 Texture1DView::sampleOffset (const Sampler& sampler, float s, float lod, deInt32 offset) const
{
	return sampleLevelArray1DOffset(m_levels, m_numLevels, sampler, s, lod, IVec2(offset, 0));
}

inline float Texture1DView::sampleCompare (const Sampler& sampler, float ref, float s, float lod) const
{
	return sampleLevelArray1DCompare(m_levels, m_numLevels, sampler, ref, s, lod, IVec2(0, 0));
}

inline float Texture1DView::sampleCompareOffset (const Sampler& sampler, float ref, float s, float lod, deInt32 offset) const
{
	return sampleLevelArray1DCompare(m_levels, m_numLevels, sampler, ref, s, lod, IVec2(offset, 0));
}

/*--------------------------------------------------------------------*//*!
 * \brief 2D Texture View
 *//*--------------------------------------------------------------------*/
class Texture2DView
{
public:
									Texture2DView		(int numLevels, const ConstPixelBufferAccess* levels);

	int								getNumLevels		(void) const	{ return m_numLevels;										}
	int								getWidth			(void) const	{ return m_numLevels > 0 ? m_levels[0].getWidth()	: 0;	}
	int								getHeight			(void) const	{ return m_numLevels > 0 ? m_levels[0].getHeight()	: 0;	}
	const ConstPixelBufferAccess&	getLevel			(int ndx) const	{ DE_ASSERT(de::inBounds(ndx, 0, m_numLevels)); return m_levels[ndx];	}
	const ConstPixelBufferAccess*	getLevels			(void) const	{ return m_levels;											}

	Vec4							sample				(const Sampler& sampler, float s, float t, float lod) const;
	Vec4							sampleOffset		(const Sampler& sampler, float s, float t, float lod, const IVec2& offset) const;
	float							sampleCompare		(const Sampler& sampler, float ref, float s, float t, float lod) const;
	float							sampleCompareOffset	(const Sampler& sampler, float ref, float s, float t, float lod, const IVec2& offset) const;

	Vec4							gatherOffsets		(const Sampler& sampler, float s, float t, int componentNdx, const IVec2 (&offsets)[4]) const;
	Vec4							gatherOffsetsCompare(const Sampler& sampler, float ref, float s, float t, const IVec2 (&offsets)[4]) const;

protected:
	int								m_numLevels;
	const ConstPixelBufferAccess*	m_levels;
} DE_WARN_UNUSED_TYPE;

inline Texture2DView::Texture2DView (int numLevels, const ConstPixelBufferAccess* levels)
	: m_numLevels	(numLevels)
	, m_levels		(levels)
{
	DE_ASSERT(m_numLevels >= 0 && ((m_numLevels == 0) == !m_levels));
}

inline Vec4 Texture2DView::sample (const Sampler& sampler, float s, float t, float lod) const
{
	return sampleLevelArray2D(m_levels, m_numLevels, sampler, s, t, 0 /* depth */, lod);
}

inline Vec4 Texture2DView::sampleOffset (const Sampler& sampler, float s, float t, float lod, const IVec2& offset) const
{
	return sampleLevelArray2DOffset(m_levels, m_numLevels, sampler, s, t, lod, IVec3(offset.x(), offset.y(), 0));
}

inline float Texture2DView::sampleCompare (const Sampler& sampler, float ref, float s, float t, float lod) const
{
	return sampleLevelArray2DCompare(m_levels, m_numLevels, sampler, ref, s, t, lod, IVec3(0, 0, 0));
}

inline float Texture2DView::sampleCompareOffset (const Sampler& sampler, float ref, float s, float t, float lod, const IVec2& offset) const
{
	return sampleLevelArray2DCompare(m_levels, m_numLevels, sampler, ref, s, t, lod, IVec3(offset.x(), offset.y(), 0));
}

inline Vec4 Texture2DView::gatherOffsets (const Sampler& sampler, float s, float t, int componentNdx, const IVec2 (&offsets)[4]) const
{
	return gatherArray2DOffsets(m_levels[0], sampler, s, t, 0, componentNdx, offsets);
}

inline Vec4 Texture2DView::gatherOffsetsCompare (const Sampler& sampler, float ref, float s, float t, const IVec2 (&offsets)[4]) const
{
	return gatherArray2DOffsetsCompare(m_levels[0], sampler, ref, s, t, 0, offsets);
}

/*--------------------------------------------------------------------*//*!
 * \brief Base class for textures that have single mip-map pyramid
 *//*--------------------------------------------------------------------*/
class TextureLevelPyramid
{
public:
									TextureLevelPyramid	(const TextureFormat& format, int numLevels);
									TextureLevelPyramid	(const TextureLevelPyramid& other);
									~TextureLevelPyramid(void);

	const TextureFormat&			getFormat			(void) const			{ return m_format;					}
	int								getNumLevels		(void) const			{ return (int)m_access.size();		}

	bool							isLevelEmpty		(int levelNdx) const	{ DE_ASSERT(de::inBounds(levelNdx, 0, getNumLevels())); return m_data[(size_t)levelNdx].empty();	}
	const ConstPixelBufferAccess&	getLevel			(int levelNdx) const	{ DE_ASSERT(de::inBounds(levelNdx, 0, getNumLevels())); return m_access[(size_t)levelNdx];			}
	const PixelBufferAccess&		getLevel			(int levelNdx)			{ DE_ASSERT(de::inBounds(levelNdx, 0, getNumLevels())); return m_access[(size_t)levelNdx];			}

	const ConstPixelBufferAccess*	getLevels			(void) const			{ return &m_access[0];				}
	const PixelBufferAccess*		getLevels			(void)					{ return &m_access[0];				}

	void							allocLevel			(int levelNdx, int width, int height, int depth);
	void							clearLevel			(int levelNdx);

	TextureLevelPyramid&			operator=			(const TextureLevelPyramid& other);

private:
	typedef de::ArrayBuffer<deUint8> LevelData;

	TextureFormat					m_format;
	std::vector<LevelData>			m_data;
	std::vector<PixelBufferAccess>	m_access;
} DE_WARN_UNUSED_TYPE;

/*--------------------------------------------------------------------*//*!
 * \brief 1D Texture reference implementation
 *//*--------------------------------------------------------------------*/
class Texture1D : private TextureLevelPyramid
{
public:
									Texture1D			(const TextureFormat& format, int width);
									Texture1D			(const Texture1D& other);
									~Texture1D			(void);

	int								getWidth			(void) const	{ return m_width;	}
	const Texture1DView&			getView				(void) const	{ return m_view;	}

	void							allocLevel			(int levelNdx);

	// Sampling
	Vec4							sample				(const Sampler& sampler, float s, float lod) const;
	Vec4							sampleOffset		(const Sampler& sampler, float s, float lod, deInt32 offset) const;

	using TextureLevelPyramid::getFormat;
	using TextureLevelPyramid::getNumLevels;
	using TextureLevelPyramid::getLevel;
	using TextureLevelPyramid::clearLevel;
	using TextureLevelPyramid::isLevelEmpty;

	Texture1D&						operator=			(const Texture1D& other);

	operator Texture1DView (void) const { return m_view; }

private:
	int								m_width;
	Texture1DView					m_view;
} DE_WARN_UNUSED_TYPE;

inline Vec4 Texture1D::sample (const Sampler& sampler, float s, float lod) const
{
	return m_view.sample(sampler, s, lod);
}

inline Vec4 Texture1D::sampleOffset (const Sampler& sampler, float s, float lod, deInt32 offset) const
{
	return m_view.sampleOffset(sampler, s, lod, offset);
}

/*--------------------------------------------------------------------*//*!
 * \brief 2D Texture reference implementation
 *//*--------------------------------------------------------------------*/
class Texture2D : private TextureLevelPyramid
{
public:
									Texture2D			(const TextureFormat& format, int width, int height);
									Texture2D			(const Texture2D& other);
									~Texture2D			(void);

	int								getWidth			(void) const	{ return m_width;	}
	int								getHeight			(void) const	{ return m_height;	}
	const Texture2DView&			getView				(void) const	{ return m_view;	}

	void							allocLevel			(int levelNdx);

	// Sampling
	Vec4							sample				(const Sampler& sampler, float s, float t, float lod) const;
	Vec4							sampleOffset		(const Sampler& sampler, float s, float t, float lod, const IVec2& offset) const;
	float							sampleCompare		(const Sampler& sampler, float ref, float s, float t, float lod) const;
	float							sampleCompareOffset	(const Sampler& sampler, float ref, float s, float t, float lod, const IVec2& offset) const;

	Vec4							gatherOffsets		(const Sampler& sampler, float s, float t, int componentNdx, const IVec2 (&offsets)[4]) const;
	Vec4							gatherOffsetsCompare(const Sampler& sampler, float ref, float s, float t, const IVec2 (&offsets)[4]) const;

	using TextureLevelPyramid::getFormat;
	using TextureLevelPyramid::getNumLevels;
	using TextureLevelPyramid::getLevel;
	using TextureLevelPyramid::clearLevel;
	using TextureLevelPyramid::isLevelEmpty;

	Texture2D&						operator=			(const Texture2D& other);

	operator Texture2DView (void) const { return m_view; }

private:
	int								m_width;
	int								m_height;
	Texture2DView					m_view;
} DE_WARN_UNUSED_TYPE;

inline Vec4 Texture2D::sample (const Sampler& sampler, float s, float t, float lod) const
{
	return m_view.sample(sampler, s, t, lod);
}

inline Vec4 Texture2D::sampleOffset (const Sampler& sampler, float s, float t, float lod, const IVec2& offset) const
{
	return m_view.sampleOffset(sampler, s, t, lod, offset);
}

inline float Texture2D::sampleCompare (const Sampler& sampler, float ref, float s, float t, float lod) const
{
	return m_view.sampleCompare(sampler, ref, s, t, lod);
}

inline float Texture2D::sampleCompareOffset	(const Sampler& sampler, float ref, float s, float t, float lod, const IVec2& offset) const
{
	return m_view.sampleCompareOffset(sampler, ref, s, t, lod, offset);
}

inline Vec4 Texture2D::gatherOffsets (const Sampler& sampler, float s, float t, int componentNdx, const IVec2 (&offsets)[4]) const
{
	return m_view.gatherOffsets(sampler, s, t, componentNdx, offsets);
}

inline Vec4 Texture2D::gatherOffsetsCompare (const Sampler& sampler, float ref, float s, float t, const IVec2 (&offsets)[4]) const
{
	return m_view.gatherOffsetsCompare(sampler, ref, s, t, offsets);
}

/*--------------------------------------------------------------------*//*!
 * \brief Cube Map Texture View
 *//*--------------------------------------------------------------------*/
class TextureCubeView
{
public:
									TextureCubeView		(void);
									TextureCubeView		(int numLevels, const ConstPixelBufferAccess* const (&levels)[CUBEFACE_LAST]);

	int								getNumLevels		(void) const	{ return m_numLevels;										}
	int								getSize				(void) const	{ return m_numLevels > 0 ? m_levels[0][0].getWidth() : 0;	}
	const ConstPixelBufferAccess&	getLevelFace		(int ndx, CubeFace face) const	{ DE_ASSERT(de::inBounds(ndx, 0, m_numLevels)); return m_levels[face][ndx];	}
	const ConstPixelBufferAccess*	getFaceLevels		(CubeFace face) const			{ return m_levels[face];					}

	Vec4							sample				(const Sampler& sampler, float s, float t, float p, float lod) const;
	float							sampleCompare		(const Sampler& sampler, float ref, float s, float t, float r, float lod) const;

	Vec4							gather				(const Sampler& sampler, float s, float t, float r, int componentNdx) const;
	Vec4							gatherCompare		(const Sampler& sampler, float ref, float s, float t, float r) const;

protected:
	int								m_numLevels;
	const ConstPixelBufferAccess*	m_levels[CUBEFACE_LAST];
} DE_WARN_UNUSED_TYPE;

/*--------------------------------------------------------------------*//*!
 * \brief Cube Map Texture reference implementation
 *//*--------------------------------------------------------------------*/
class TextureCube
{
public:
									TextureCube			(const TextureFormat& format, int size);
									TextureCube			(const TextureCube& other);
									~TextureCube		(void);

	const TextureFormat&			getFormat			(void) const	{ return m_format;	}
	int								getSize				(void) const	{ return m_size;	}

	int								getNumLevels		(void) const					{ return (int)m_access[0].size();	}
	const ConstPixelBufferAccess&	getLevelFace		(int ndx, CubeFace face) const	{ DE_ASSERT(de::inBounds(ndx, 0, getNumLevels())); return m_access[face][(size_t)ndx];	}
	const PixelBufferAccess&		getLevelFace		(int ndx, CubeFace face)		{ DE_ASSERT(de::inBounds(ndx, 0, getNumLevels())); return m_access[face][(size_t)ndx];	}

	void							allocLevel			(CubeFace face, int levelNdx);
	void							clearLevel			(CubeFace face, int levelNdx);
	bool							isLevelEmpty		(CubeFace face, int levelNdx) const	{ DE_ASSERT(de::inBounds(levelNdx, 0, getNumLevels())); return m_data[face][(size_t)levelNdx].empty();	}

	Vec4							sample				(const Sampler& sampler, float s, float t, float p, float lod) const;
	float							sampleCompare		(const Sampler& sampler, float ref, float s, float t, float r, float lod) const;

	Vec4							gather				(const Sampler& sampler, float s, float t, float r, int componentNdx) const;
	Vec4							gatherCompare		(const Sampler& sampler, float ref, float s, float t, float r) const;

	TextureCube&					operator=			(const TextureCube& other);

	operator TextureCubeView (void) const { return m_view; }

private:
	typedef de::ArrayBuffer<deUint8> LevelData;

	TextureFormat					m_format;
	int								m_size;
	std::vector<LevelData>			m_data[CUBEFACE_LAST];
	std::vector<PixelBufferAccess>	m_access[CUBEFACE_LAST];
	TextureCubeView					m_view;
} DE_WARN_UNUSED_TYPE;

inline Vec4 TextureCube::sample (const Sampler& sampler, float s, float t, float p, float lod) const
{
	return m_view.sample(sampler, s, t, p, lod);
}

inline float TextureCube::sampleCompare (const Sampler& sampler, float ref, float s, float t, float r, float lod) const
{
	return m_view.sampleCompare(sampler, ref, s, t, r, lod);
}

inline Vec4 TextureCube::gather (const Sampler& sampler, float s, float t, float r, int componentNdx) const
{
	return m_view.gather(sampler, s, t, r, componentNdx);
}

inline Vec4 TextureCube::gatherCompare (const Sampler& sampler, float ref, float s, float t, float r) const
{
	return m_view.gatherCompare(sampler, ref, s, t, r);
}

/*--------------------------------------------------------------------*//*!
 * \brief 1D Array Texture View
 *//*--------------------------------------------------------------------*/
class Texture1DArrayView
{
public:
									Texture1DArrayView	(int numLevels, const ConstPixelBufferAccess* levels);

	int								getWidth			(void) const	{ return m_numLevels > 0 ? m_levels[0].getWidth()	: 0;	}
	int								getNumLayers		(void) const	{ return m_numLevels > 0 ? m_levels[0].getHeight()	: 0;	}
	int								getNumLevels		(void) const	{ return m_numLevels;										}
	const ConstPixelBufferAccess&	getLevel			(int ndx) const	{ DE_ASSERT(de::inBounds(ndx, 0, m_numLevels)); return m_levels[ndx];	}
	const ConstPixelBufferAccess*	getLevels			(void) const	{ return m_levels;											}

	Vec4							sample				(const Sampler& sampler, float s, float t, float lod) const;
	Vec4							sampleOffset		(const Sampler& sampler, float s, float t, float lod, deInt32 offset) const;
	float							sampleCompare		(const Sampler& sampler, float ref, float s, float t, float lod) const;
	float							sampleCompareOffset	(const Sampler& sampler, float ref, float s, float t, float lod, deInt32 offset) const;

protected:
	int								selectLayer			(float r) const;

	int								m_numLevels;
	const ConstPixelBufferAccess*	m_levels;
} DE_WARN_UNUSED_TYPE;

/*--------------------------------------------------------------------*//*!
 * \brief 2D Array Texture View
 *//*--------------------------------------------------------------------*/
class Texture2DArrayView
{
public:
									Texture2DArrayView	(int numLevels, const ConstPixelBufferAccess* levels);

	int								getWidth			(void) const	{ return m_numLevels > 0 ? m_levels[0].getWidth()	: 0;	}
	int								getHeight			(void) const	{ return m_numLevels > 0 ? m_levels[0].getHeight()	: 0;	}
	int								getNumLayers		(void) const	{ return m_numLevels > 0 ? m_levels[0].getDepth()	: 0;	}
	int								getNumLevels		(void) const	{ return m_numLevels;										}
	const ConstPixelBufferAccess&	getLevel			(int ndx) const	{ DE_ASSERT(de::inBounds(ndx, 0, m_numLevels)); return m_levels[ndx];	}
	const ConstPixelBufferAccess*	getLevels			(void) const	{ return m_levels;											}

	Vec4							sample				(const Sampler& sampler, float s, float t, float r, float lod) const;
	Vec4							sampleOffset		(const Sampler& sampler, float s, float t, float r, float lod, const IVec2& offset) const;
	float							sampleCompare		(const Sampler& sampler, float ref, float s, float t, float r, float lod) const;
	float							sampleCompareOffset	(const Sampler& sampler, float ref, float s, float t, float r, float lod, const IVec2& offset) const;

	Vec4							gatherOffsets		(const Sampler& sampler, float s, float t, float r, int componentNdx, const IVec2 (&offsets)[4]) const;
	Vec4							gatherOffsetsCompare(const Sampler& sampler, float ref, float s, float t, float r, const IVec2 (&offsets)[4]) const;

protected:
	int								selectLayer			(float r) const;

	int								m_numLevels;
	const ConstPixelBufferAccess*	m_levels;
} DE_WARN_UNUSED_TYPE;

/*--------------------------------------------------------------------*//*!
 * \brief 1D Array Texture reference implementation
 *//*--------------------------------------------------------------------*/
class Texture1DArray : private TextureLevelPyramid
{
public:
									Texture1DArray		(const TextureFormat& format, int width, int numLayers);
									Texture1DArray		(const Texture1DArray& other);
									~Texture1DArray		(void);

	int								getWidth			(void) const	{ return m_width;		}
	int								getNumLayers		(void) const	{ return m_numLayers;	}

	void							allocLevel			(int levelNdx);

	using TextureLevelPyramid::getFormat;
	using TextureLevelPyramid::getNumLevels;
	using TextureLevelPyramid::getLevel;
	using TextureLevelPyramid::clearLevel;
	using TextureLevelPyramid::isLevelEmpty;

	Vec4							sample				(const Sampler& sampler, float s, float t, float lod) const;
	Vec4							sampleOffset		(const Sampler& sampler, float s, float t, float lod, deInt32 offset) const;
	float							sampleCompare		(const Sampler& sampler, float ref, float s, float t, float lod) const;
	float							sampleCompareOffset	(const Sampler& sampler, float ref, float s, float t, float lod, deInt32 offset) const;

	Texture1DArray&					operator=			(const Texture1DArray& other);

	operator Texture1DArrayView (void) const { return m_view; }

private:
	int								m_width;
	int								m_numLayers;
	Texture1DArrayView				m_view;
} DE_WARN_UNUSED_TYPE;

inline Vec4 Texture1DArray::sample (const Sampler& sampler, float s, float t, float lod) const
{
	return m_view.sample(sampler, s, t, lod);
}

inline Vec4 Texture1DArray::sampleOffset (const Sampler& sampler, float s, float t, float lod, deInt32 offset) const
{
	return m_view.sampleOffset(sampler, s, t, lod, offset);
}

inline float Texture1DArray::sampleCompare (const Sampler& sampler, float ref, float s, float t, float lod) const
{
	return m_view.sampleCompare(sampler, ref, s, t, lod);
}

inline float Texture1DArray::sampleCompareOffset (const Sampler& sampler, float ref, float s, float t, float lod, deInt32 offset) const
{
	return m_view.sampleCompareOffset(sampler, ref, s, t, lod, offset);
}

/*--------------------------------------------------------------------*//*!
 * \brief 2D Array Texture reference implementation
 *//*--------------------------------------------------------------------*/
class Texture2DArray : private TextureLevelPyramid
{
public:
									Texture2DArray		(const TextureFormat& format, int width, int height, int numLayers);
									Texture2DArray		(const Texture2DArray& other);
									~Texture2DArray		(void);

	int								getWidth			(void) const	{ return m_width;		}
	int								getHeight			(void) const	{ return m_height;		}
	int								getNumLayers		(void) const	{ return m_numLayers;	}

	void							allocLevel			(int levelNdx);

	using TextureLevelPyramid::getFormat;
	using TextureLevelPyramid::getNumLevels;
	using TextureLevelPyramid::getLevel;
	using TextureLevelPyramid::clearLevel;
	using TextureLevelPyramid::isLevelEmpty;

	Vec4							sample				(const Sampler& sampler, float s, float t, float r, float lod) const;
	Vec4							sampleOffset		(const Sampler& sampler, float s, float t, float r, float lod, const IVec2& offset) const;
	float							sampleCompare		(const Sampler& sampler, float ref, float s, float t, float r, float lod) const;
	float							sampleCompareOffset	(const Sampler& sampler, float ref, float s, float t, float r, float lod, const IVec2& offset) const;

	Vec4							gatherOffsets		(const Sampler& sampler, float s, float t, float r, int componentNdx, const IVec2 (&offsets)[4]) const;
	Vec4							gatherOffsetsCompare(const Sampler& sampler, float ref, float s, float t, float r, const IVec2 (&offsets)[4]) const;

	Texture2DArray&					operator=			(const Texture2DArray& other);

	operator Texture2DArrayView (void) const { return m_view; }

private:
	int								m_width;
	int								m_height;
	int								m_numLayers;
	Texture2DArrayView				m_view;
} DE_WARN_UNUSED_TYPE;

inline Vec4 Texture2DArray::sample (const Sampler& sampler, float s, float t, float r, float lod) const
{
	return m_view.sample(sampler, s, t, r, lod);
}

inline Vec4 Texture2DArray::sampleOffset (const Sampler& sampler, float s, float t, float r, float lod, const IVec2& offset) const
{
	return m_view.sampleOffset(sampler, s, t, r, lod, offset);
}

inline float Texture2DArray::sampleCompare (const Sampler& sampler, float ref, float s, float t, float r, float lod) const
{
	return m_view.sampleCompare(sampler, ref, s, t, r, lod);
}

inline float Texture2DArray::sampleCompareOffset (const Sampler& sampler, float ref, float s, float t, float r, float lod, const IVec2& offset) const
{
	return m_view.sampleCompareOffset(sampler, ref, s, t, r, lod, offset);
}

inline Vec4 Texture2DArray::gatherOffsets (const Sampler& sampler, float s, float t, float r, int componentNdx, const IVec2 (&offsets)[4]) const
{
	return m_view.gatherOffsets(sampler, s, t, r, componentNdx, offsets);
}

inline Vec4 Texture2DArray::gatherOffsetsCompare (const Sampler& sampler, float ref, float s, float t, float r, const IVec2 (&offsets)[4]) const
{
	return m_view.gatherOffsetsCompare(sampler, ref, s, t, r, offsets);
}

/*--------------------------------------------------------------------*//*!
 * \brief 3D Texture View
 *//*--------------------------------------------------------------------*/
class Texture3DView
{
public:
									Texture3DView		(int numLevels, const ConstPixelBufferAccess* levels);

	int								getWidth			(void) const	{ return m_numLevels > 0 ? m_levels[0].getWidth()	: 0;	}
	int								getHeight			(void) const	{ return m_numLevels > 0 ? m_levels[0].getHeight()	: 0;	}
	int								getDepth			(void) const	{ return m_numLevels > 0 ? m_levels[0].getDepth()	: 0;	}
	int								getNumLevels		(void) const	{ return m_numLevels;										}
	const ConstPixelBufferAccess&	getLevel			(int ndx) const	{ DE_ASSERT(de::inBounds(ndx, 0, m_numLevels)); return m_levels[ndx];	}
	const ConstPixelBufferAccess*	getLevels			(void) const	{ return m_levels;											}

	Vec4							sample				(const Sampler& sampler, float s, float t, float r, float lod) const;
	Vec4							sampleOffset		(const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset) const;

protected:
	int								m_numLevels;
	const ConstPixelBufferAccess*	m_levels;
} DE_WARN_UNUSED_TYPE;

inline Vec4 Texture3DView::sample (const Sampler& sampler, float s, float t, float r, float lod) const
{
	return sampleLevelArray3D(m_levels, m_numLevels, sampler, s, t, r, lod);
}

inline Vec4 Texture3DView::sampleOffset (const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset) const
{
	return sampleLevelArray3DOffset(m_levels, m_numLevels, sampler, s, t, r, lod, offset);
}

/*--------------------------------------------------------------------*//*!
 * \brief 3D Texture reference implementation
 *//*--------------------------------------------------------------------*/
class Texture3D : private TextureLevelPyramid
{
public:
									Texture3D			(const TextureFormat& format, int width, int height, int depth);
									Texture3D			(const Texture3D& other);
									~Texture3D			(void);

	int								getWidth			(void) const	{ return m_width;	}
	int								getHeight			(void) const	{ return m_height;	}
	int								getDepth			(void) const	{ return m_depth;	}

	void							allocLevel			(int levelNdx);

	using TextureLevelPyramid::getFormat;
	using TextureLevelPyramid::getNumLevels;
	using TextureLevelPyramid::getLevel;
	using TextureLevelPyramid::clearLevel;
	using TextureLevelPyramid::isLevelEmpty;

	Vec4							sample				(const Sampler& sampler, float s, float t, float r, float lod) const;
	Vec4							sampleOffset		(const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset) const;

	Texture3D&						operator=			(const Texture3D& other);

	operator Texture3DView (void) const { return m_view; }

private:
	int								m_width;
	int								m_height;
	int								m_depth;
	Texture3DView					m_view;
} DE_WARN_UNUSED_TYPE;

inline Vec4 Texture3D::sample (const Sampler& sampler, float s, float t, float r, float lod) const
{
	return m_view.sample(sampler, s, t, r, lod);
}

inline Vec4 Texture3D::sampleOffset (const Sampler& sampler, float s, float t, float r, float lod, const IVec3& offset) const
{
	return m_view.sampleOffset(sampler, s, t, r, lod, offset);
}

/*--------------------------------------------------------------------*//*!
 * \brief Cube Map Array Texture View
 *//*--------------------------------------------------------------------*/
class TextureCubeArrayView
{
public:
									TextureCubeArrayView	(int numLevels, const ConstPixelBufferAccess* levels);

	int								getSize					(void) const	{ return m_numLevels > 0 ? m_levels[0].getWidth()	: 0;	}
	int								getDepth				(void) const	{ return m_numLevels > 0 ? m_levels[0].getDepth()	: 0;	}
	int								getNumLayers			(void) const	{ return getDepth()	/ 6;	}
	int								getNumLevels			(void) const	{ return m_numLevels;										}
	const ConstPixelBufferAccess&	getLevel				(int ndx) const	{ DE_ASSERT(de::inBounds(ndx, 0, m_numLevels)); return m_levels[ndx];	}
	const ConstPixelBufferAccess*	getLevels				(void) const	{ return m_levels;											}

	Vec4							sample					(const Sampler& sampler, float s, float t, float r, float q, float lod) const;
	Vec4							sampleOffset			(const Sampler& sampler, float s, float t, float r, float q, float lod, const IVec2& offset) const;
	float							sampleCompare			(const Sampler& sampler, float ref, float s, float t, float r, float q, float lod) const;
	float							sampleCompareOffset		(const Sampler& sampler, float ref, float s, float t, float r, float q, float lod, const IVec2& offset) const;

protected:
	int								selectLayer				(float q) const;

	int								m_numLevels;
	const ConstPixelBufferAccess*	m_levels;
} DE_WARN_UNUSED_TYPE;

/*--------------------------------------------------------------------*//*!
 * \brief Cube Map Array Texture reference implementation
 *//*--------------------------------------------------------------------*/
class TextureCubeArray : private TextureLevelPyramid
{
public:
									TextureCubeArray	(const TextureFormat& format, int size, int depth);
									TextureCubeArray	(const TextureCubeArray& other);
									~TextureCubeArray	(void);

	int								getSize				(void) const	{ return m_size;	}
	int								getDepth			(void) const	{ return m_depth;	}

	void							allocLevel			(int levelNdx);

	using TextureLevelPyramid::getFormat;
	using TextureLevelPyramid::getNumLevels;
	using TextureLevelPyramid::getLevel;
	using TextureLevelPyramid::clearLevel;
	using TextureLevelPyramid::isLevelEmpty;

	Vec4							sample				(const Sampler& sampler, float s, float t, float r, float q, float lod) const;
	Vec4							sampleOffset		(const Sampler& sampler, float s, float t, float r, float q, float lod, const IVec2& offset) const;
	float							sampleCompare		(const Sampler& sampler, float ref, float s, float t, float r, float q, float lod) const;
	float							sampleCompareOffset	(const Sampler& sampler, float ref, float s, float t, float r, float q, float lod, const IVec2& offset) const;

	TextureCubeArray&				operator=			(const TextureCubeArray& other);

	operator TextureCubeArrayView (void) const { return m_view; }

private:
	int								m_size;
	int								m_depth;
	TextureCubeArrayView			m_view;
} DE_WARN_UNUSED_TYPE;

inline Vec4 TextureCubeArray::sample (const Sampler& sampler, float s, float t, float r, float q, float lod) const
{
	return m_view.sample(sampler, s, t, r, q, lod);
}

inline Vec4 TextureCubeArray::sampleOffset (const Sampler& sampler, float s, float t, float r, float q, float lod, const IVec2& offset) const
{
	return m_view.sampleOffset(sampler, s, t, r, q, lod, offset);
}

inline float TextureCubeArray::sampleCompare (const Sampler& sampler, float ref, float s, float t, float r, float q, float lod) const
{
	return m_view.sampleCompare(sampler, ref, s, t, r, q, lod);
}

inline float TextureCubeArray::sampleCompareOffset (const Sampler& sampler, float ref, float s, float t, float r, float q, float lod, const IVec2& offset) const
{
	return m_view.sampleCompareOffset(sampler, ref, s, t, r, q, lod, offset);
}

// Stream operators.
std::ostream&		operator<<		(std::ostream& str, TextureFormat::ChannelOrder order);
std::ostream&		operator<<		(std::ostream& str, TextureFormat::ChannelType type);
std::ostream&		operator<<		(std::ostream& str, TextureFormat format);
std::ostream&		operator<<		(std::ostream& str, CubeFace face);
std::ostream&		operator<<		(std::ostream& str, const ConstPixelBufferAccess& access);

} // tcu

#endif // _TCUTEXTURE_HPP