ryujinx/Ryujinx.Graphics.OpenGL/Image/TextureView.cs

645 lines
20 KiB
C#
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.OpenGL.Image
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{
class TextureView : TextureBase, ITexture, ITextureInfo
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{
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private readonly Renderer _renderer;
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private readonly TextureStorage _parent;
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public ITextureInfo Storage => _parent;
public int FirstLayer { get; private set; }
public int FirstLevel { get; private set; }
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public TextureView(
Renderer renderer,
TextureStorage parent,
TextureCreateInfo info,
int firstLayer,
int firstLevel) : base(info, parent.ScaleFactor)
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{
_renderer = renderer;
_parent = parent;
FirstLayer = firstLayer;
FirstLevel = firstLevel;
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CreateView();
}
private void CreateView()
{
TextureTarget target = Target.Convert();
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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PixelInternalFormat pixelInternalFormat;
if (format.IsCompressed)
{
pixelInternalFormat = (PixelInternalFormat)format.PixelFormat;
}
else
{
pixelInternalFormat = format.PixelInternalFormat;
}
GL.TextureView(
Handle,
target,
_parent.Handle,
pixelInternalFormat,
FirstLevel,
Info.Levels,
FirstLayer,
Info.GetLayers());
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GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(target, Handle);
int[] swizzleRgba = new int[]
{
(int)Info.SwizzleR.Convert(),
(int)Info.SwizzleG.Convert(),
(int)Info.SwizzleB.Convert(),
(int)Info.SwizzleA.Convert()
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};
if (Info.Format.IsBgra8())
{
// Swap B <-> R for BGRA formats, as OpenGL has no support for them
// and we need to manually swap the components on read/write on the GPU.
int temp = swizzleRgba[0];
swizzleRgba[0] = swizzleRgba[2];
swizzleRgba[2] = temp;
}
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GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba);
int maxLevel = Info.Levels - 1;
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if (maxLevel < 0)
{
maxLevel = 0;
}
GL.TexParameter(target, TextureParameterName.TextureMaxLevel, maxLevel);
GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)Info.DepthStencilMode.Convert());
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}
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
{
firstLayer += FirstLayer;
firstLevel += FirstLevel;
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return _parent.CreateView(info, firstLayer, firstLevel);
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}
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
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{
TextureView destinationView = (TextureView)destination;
_renderer.TextureCopy.CopyUnscaled(this, destinationView, 0, firstLayer, 0, firstLevel);
}
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public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
{
TextureView destinationView = (TextureView)destination;
_renderer.TextureCopy.CopyUnscaled(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
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}
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
{
_renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
}
public byte[] GetData()
{
int size = 0;
for (int level = 0; level < Info.Levels; level++)
{
size += Info.GetMipSize(level);
}
byte[] data = new byte[size];
unsafe
{
fixed (byte* ptr = data)
{
WriteTo((IntPtr)ptr);
}
}
return data;
}
public void WriteToPbo(int offset, bool forceBgra)
{
WriteTo(IntPtr.Zero + offset, forceBgra);
}
public int WriteToPbo2D(int offset, int layer, int level)
{
return WriteTo2D(IntPtr.Zero + offset, layer, level);
}
private int WriteTo2D(IntPtr data, int layer, int level)
{
TextureTarget target = Target.Convert();
Bind(target, 0);
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
PixelFormat pixelFormat = format.PixelFormat;
PixelType pixelType = format.PixelType;
if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
{
target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
}
int mipSize = Info.GetMipSize2D(level);
// The GL function returns all layers. Must return the offset of the layer we're interested in.
int resultOffset = target switch
{
TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
TextureTarget.Texture1DArray => layer * mipSize,
TextureTarget.Texture2DArray => layer * mipSize,
_ => 0
};
if (format.IsCompressed)
{
GL.GetCompressedTexImage(target, level, data);
}
else
{
GL.GetTexImage(target, level, pixelFormat, pixelType, data);
}
return resultOffset;
}
private void WriteTo(IntPtr data, bool forceBgra = false)
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{
TextureTarget target = Target.Convert();
Bind(target, 0);
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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PixelFormat pixelFormat = format.PixelFormat;
PixelType pixelType = format.PixelType;
if (forceBgra)
{
pixelFormat = PixelFormat.Bgra;
}
int faces = 1;
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if (target == TextureTarget.TextureCubeMap)
{
target = TextureTarget.TextureCubeMapPositiveX;
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faces = 6;
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}
for (int level = 0; level < Info.Levels; level++)
{
for (int face = 0; face < faces; face++)
{
int faceOffset = face * Info.GetMipSize2D(level);
if (format.IsCompressed)
{
GL.GetCompressedTexImage(target + face, level, data + faceOffset);
}
else
{
GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
}
}
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data += Info.GetMipSize(level);
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}
}
public void SetData(ReadOnlySpan<byte> data)
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{
unsafe
{
fixed (byte* ptr = data)
{
ReadFrom((IntPtr)ptr, data.Length);
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}
}
}
public void SetData(ReadOnlySpan<byte> data, int layer, int level)
{
unsafe
{
fixed (byte* ptr = data)
{
int width = Math.Max(Info.Width >> level, 1);
int height = Math.Max(Info.Height >> level, 1);
ReadFrom2D((IntPtr)ptr, layer, level, width, height);
}
}
}
public void ReadFromPbo(int offset, int size)
{
ReadFrom(IntPtr.Zero + offset, size);
}
public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
{
ReadFrom2D(IntPtr.Zero + offset, layer, level, width, height);
}
private void ReadFrom2D(IntPtr data, int layer, int level, int width, int height)
{
TextureTarget target = Target.Convert();
int mipSize = Info.GetMipSize2D(level);
Bind(target, 0);
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
switch (Target)
{
case Target.Texture1D:
if (format.IsCompressed)
{
GL.CompressedTexSubImage1D(
target,
level,
0,
width,
format.PixelFormat,
mipSize,
data);
}
else
{
GL.TexSubImage1D(
target,
level,
0,
width,
format.PixelFormat,
format.PixelType,
data);
}
break;
case Target.Texture1DArray:
if (format.IsCompressed)
{
GL.CompressedTexSubImage2D(
target,
level,
0,
layer,
width,
1,
format.PixelFormat,
mipSize,
data);
}
else
{
GL.TexSubImage2D(
target,
level,
0,
layer,
width,
1,
format.PixelFormat,
format.PixelType,
data);
}
break;
case Target.Texture2D:
if (format.IsCompressed)
{
GL.CompressedTexSubImage2D(
target,
level,
0,
0,
width,
height,
format.PixelFormat,
mipSize,
data);
}
else
{
GL.TexSubImage2D(
target,
level,
0,
0,
width,
height,
format.PixelFormat,
format.PixelType,
data);
}
break;
case Target.Texture2DArray:
case Target.Texture3D:
case Target.CubemapArray:
if (format.IsCompressed)
{
GL.CompressedTexSubImage3D(
target,
level,
0,
0,
layer,
width,
height,
1,
format.PixelFormat,
mipSize,
data);
}
else
{
GL.TexSubImage3D(
target,
level,
0,
0,
layer,
width,
height,
1,
format.PixelFormat,
format.PixelType,
data);
}
break;
case Target.Cubemap:
if (format.IsCompressed)
{
GL.CompressedTexSubImage2D(
TextureTarget.TextureCubeMapPositiveX + layer,
level,
0,
0,
width,
height,
format.PixelFormat,
mipSize,
data);
}
else
{
GL.TexSubImage2D(
TextureTarget.TextureCubeMapPositiveX + layer,
level,
0,
0,
width,
height,
format.PixelFormat,
format.PixelType,
data);
}
break;
}
}
private void ReadFrom(IntPtr data, int size)
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{
TextureTarget target = Target.Convert();
Bind(target, 0);
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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int width = Info.Width;
int height = Info.Height;
int depth = Info.Depth;
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int offset = 0;
for (int level = 0; level < Info.Levels; level++)
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{
int mipSize = Info.GetMipSize(level);
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int endOffset = offset + mipSize;
if ((uint)endOffset > (uint)size)
{
return;
}
switch (Info.Target)
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{
case Target.Texture1D:
if (format.IsCompressed)
{
GL.CompressedTexSubImage1D(
target,
level,
0,
width,
format.PixelFormat,
mipSize,
data);
}
else
{
GL.TexSubImage1D(
target,
level,
0,
width,
format.PixelFormat,
format.PixelType,
data);
}
break;
case Target.Texture1DArray:
case Target.Texture2D:
if (format.IsCompressed)
{
GL.CompressedTexSubImage2D(
target,
level,
0,
0,
width,
height,
format.PixelFormat,
mipSize,
data);
}
else
{
GL.TexSubImage2D(
target,
level,
0,
0,
width,
height,
format.PixelFormat,
format.PixelType,
data);
}
break;
case Target.Texture2DArray:
case Target.Texture3D:
case Target.CubemapArray:
if (format.IsCompressed)
{
GL.CompressedTexSubImage3D(
target,
level,
0,
0,
0,
width,
height,
depth,
format.PixelFormat,
mipSize,
data);
}
else
{
GL.TexSubImage3D(
target,
level,
0,
0,
0,
width,
height,
depth,
format.PixelFormat,
format.PixelType,
data);
}
break;
case Target.Cubemap:
int faceOffset = 0;
for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
{
if (format.IsCompressed)
{
GL.CompressedTexSubImage2D(
TextureTarget.TextureCubeMapPositiveX + face,
level,
0,
0,
width,
height,
format.PixelFormat,
mipSize / 6,
data + faceOffset);
}
else
{
GL.TexSubImage2D(
TextureTarget.TextureCubeMapPositiveX + face,
level,
0,
0,
width,
height,
format.PixelFormat,
format.PixelType,
data + faceOffset);
}
}
break;
}
data += mipSize;
offset += mipSize;
width = Math.Max(1, width >> 1);
height = Math.Max(1, height >> 1);
if (Target == Target.Texture3D)
{
depth = Math.Max(1, depth >> 1);
}
}
}
public void SetStorage(BufferRange buffer)
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{
throw new NotSupportedException();
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}
private void DisposeHandles()
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{
if (Handle != 0)
{
GL.DeleteTexture(Handle);
Handle = 0;
}
}
/// <summary>
/// Release the view without necessarily disposing the parent if we are the default view.
/// This allows it to be added to the resource pool and reused later.
/// </summary>
public void Release()
{
bool hadHandle = Handle != 0;
if (_parent.DefaultView != this)
{
DisposeHandles();
}
if (hadHandle)
{
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_parent.DecrementViewsCount();
}
}
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public void Dispose()
{
if (_parent.DefaultView == this)
{
// Remove the default view (us), so that the texture cannot be released to the cache.
_parent.DeleteDefault();
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}
Release();
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}
}
}