mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-14 10:16:43 +00:00
723 lines
23 KiB
C#
723 lines
23 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Graphics.GAL;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL.Image
|
|
{
|
|
class TextureView : TextureBase, ITexture, ITextureInfo
|
|
{
|
|
private readonly Renderer _renderer;
|
|
|
|
private readonly TextureStorage _parent;
|
|
|
|
public ITextureInfo Storage => _parent;
|
|
|
|
public int FirstLayer { get; private set; }
|
|
public int FirstLevel { get; private set; }
|
|
|
|
public TextureView(
|
|
Renderer renderer,
|
|
TextureStorage parent,
|
|
TextureCreateInfo info,
|
|
int firstLayer,
|
|
int firstLevel) : base(info, parent.ScaleFactor)
|
|
{
|
|
_renderer = renderer;
|
|
_parent = parent;
|
|
|
|
FirstLayer = firstLayer;
|
|
FirstLevel = firstLevel;
|
|
|
|
CreateView();
|
|
}
|
|
|
|
private void CreateView()
|
|
{
|
|
TextureTarget target = Target.Convert();
|
|
|
|
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
|
|
|
|
PixelInternalFormat pixelInternalFormat;
|
|
|
|
if (format.IsCompressed)
|
|
{
|
|
pixelInternalFormat = (PixelInternalFormat)format.PixelFormat;
|
|
}
|
|
else
|
|
{
|
|
pixelInternalFormat = format.PixelInternalFormat;
|
|
}
|
|
|
|
int levels = Info.GetLevelsClamped();
|
|
|
|
GL.TextureView(
|
|
Handle,
|
|
target,
|
|
_parent.Handle,
|
|
pixelInternalFormat,
|
|
FirstLevel,
|
|
levels,
|
|
FirstLayer,
|
|
Info.GetLayers());
|
|
|
|
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()
|
|
};
|
|
|
|
if (Info.Format == Format.A1B5G5R5Unorm)
|
|
{
|
|
int temp = swizzleRgba[0];
|
|
int temp2 = swizzleRgba[1];
|
|
swizzleRgba[0] = swizzleRgba[3];
|
|
swizzleRgba[1] = swizzleRgba[2];
|
|
swizzleRgba[2] = temp2;
|
|
swizzleRgba[3] = temp;
|
|
}
|
|
else if (Info.Format.IsBgr())
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba);
|
|
|
|
int maxLevel = levels - 1;
|
|
|
|
if (maxLevel < 0)
|
|
{
|
|
maxLevel = 0;
|
|
}
|
|
|
|
GL.TexParameter(target, TextureParameterName.TextureMaxLevel, maxLevel);
|
|
GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)Info.DepthStencilMode.Convert());
|
|
}
|
|
|
|
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
|
|
{
|
|
firstLayer += FirstLayer;
|
|
firstLevel += FirstLevel;
|
|
|
|
return _parent.CreateView(info, firstLayer, firstLevel);
|
|
}
|
|
|
|
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
|
|
{
|
|
TextureView destinationView = (TextureView)destination;
|
|
|
|
_renderer.TextureCopy.CopyUnscaled(this, destinationView, 0, firstLayer, 0, firstLevel);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
|
|
{
|
|
_renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
|
|
}
|
|
|
|
public unsafe ReadOnlySpan<byte> GetData()
|
|
{
|
|
int size = 0;
|
|
int levels = Info.GetLevelsClamped();
|
|
|
|
for (int level = 0; level < levels; level++)
|
|
{
|
|
size += Info.GetMipSize(level);
|
|
}
|
|
|
|
ReadOnlySpan<byte> data;
|
|
|
|
if (HwCapabilities.UsePersistentBufferForFlush)
|
|
{
|
|
data = _renderer.PersistentBuffers.Default.GetTextureData(this, size);
|
|
}
|
|
else
|
|
{
|
|
IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
|
|
|
|
WriteTo(target);
|
|
|
|
data = new ReadOnlySpan<byte>(target.ToPointer(), size);
|
|
}
|
|
|
|
if (Format == Format.S8UintD24Unorm)
|
|
{
|
|
data = FormatConverter.ConvertD24S8ToS8D24(data);
|
|
}
|
|
|
|
return data;
|
|
}
|
|
|
|
public unsafe ReadOnlySpan<byte> GetData(int layer, int level)
|
|
{
|
|
int size = Info.GetMipSize(level);
|
|
|
|
if (HwCapabilities.UsePersistentBufferForFlush)
|
|
{
|
|
return _renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level);
|
|
}
|
|
else
|
|
{
|
|
IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
|
|
|
|
int offset = WriteTo2D(target, layer, level);
|
|
|
|
return new ReadOnlySpan<byte>(target.ToPointer(), size).Slice(offset);
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
if (format.IsCompressed)
|
|
{
|
|
GL.GetCompressedTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, mipSize, data);
|
|
}
|
|
else if (format.PixelFormat != PixelFormat.DepthStencil)
|
|
{
|
|
GL.GetTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, pixelFormat, pixelType, mipSize, data);
|
|
}
|
|
else
|
|
{
|
|
GL.GetTexImage(target, level, pixelFormat, pixelType, data);
|
|
|
|
// The GL function returns all layers. Must return the offset of the layer we're interested in.
|
|
return target switch
|
|
{
|
|
TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
|
|
TextureTarget.Texture1DArray => layer * mipSize,
|
|
TextureTarget.Texture2DArray => layer * mipSize,
|
|
_ => 0
|
|
};
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
private void WriteTo(IntPtr data, bool forceBgra = false)
|
|
{
|
|
TextureTarget target = Target.Convert();
|
|
|
|
Bind(target, 0);
|
|
|
|
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
|
|
|
|
PixelFormat pixelFormat = format.PixelFormat;
|
|
PixelType pixelType = format.PixelType;
|
|
|
|
if (forceBgra)
|
|
{
|
|
if (pixelType == PixelType.UnsignedShort565)
|
|
{
|
|
pixelType = PixelType.UnsignedShort565Reversed;
|
|
}
|
|
else if (pixelType == PixelType.UnsignedShort565Reversed)
|
|
{
|
|
pixelType = PixelType.UnsignedShort565;
|
|
}
|
|
else
|
|
{
|
|
pixelFormat = PixelFormat.Bgra;
|
|
}
|
|
}
|
|
|
|
int faces = 1;
|
|
|
|
if (target == TextureTarget.TextureCubeMap)
|
|
{
|
|
target = TextureTarget.TextureCubeMapPositiveX;
|
|
|
|
faces = 6;
|
|
}
|
|
|
|
int levels = Info.GetLevelsClamped();
|
|
|
|
for (int level = 0; level < 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);
|
|
}
|
|
}
|
|
|
|
data += Info.GetMipSize(level);
|
|
}
|
|
}
|
|
|
|
public void SetData(ReadOnlySpan<byte> data)
|
|
{
|
|
if (Format == Format.S8UintD24Unorm)
|
|
{
|
|
data = FormatConverter.ConvertS8D24ToD24S8(data);
|
|
}
|
|
|
|
unsafe
|
|
{
|
|
fixed (byte* ptr = data)
|
|
{
|
|
ReadFrom((IntPtr)ptr, data.Length);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void SetData(ReadOnlySpan<byte> data, int layer, int level)
|
|
{
|
|
if (Format == Format.S8UintD24Unorm)
|
|
{
|
|
data = FormatConverter.ConvertS8D24ToD24S8(data);
|
|
}
|
|
|
|
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)
|
|
{
|
|
TextureTarget target = Target.Convert();
|
|
int baseLevel = 0;
|
|
|
|
// glTexSubImage on cubemap views is broken on Intel, we have to use the storage instead.
|
|
if (Target == Target.Cubemap && HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows)
|
|
{
|
|
GL.ActiveTexture(TextureUnit.Texture0);
|
|
GL.BindTexture(target, Storage.Handle);
|
|
baseLevel = FirstLevel;
|
|
}
|
|
else
|
|
{
|
|
Bind(target, 0);
|
|
}
|
|
|
|
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
|
|
|
|
int width = Info.Width;
|
|
int height = Info.Height;
|
|
int depth = Info.Depth;
|
|
int levels = Info.GetLevelsClamped();
|
|
|
|
int offset = 0;
|
|
|
|
for (int level = 0; level < levels; level++)
|
|
{
|
|
int mipSize = Info.GetMipSize(level);
|
|
|
|
int endOffset = offset + mipSize;
|
|
|
|
if ((uint)endOffset > (uint)size)
|
|
{
|
|
return;
|
|
}
|
|
|
|
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:
|
|
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,
|
|
baseLevel + level,
|
|
0,
|
|
0,
|
|
width,
|
|
height,
|
|
format.PixelFormat,
|
|
mipSize / 6,
|
|
data + faceOffset);
|
|
}
|
|
else
|
|
{
|
|
GL.TexSubImage2D(
|
|
TextureTarget.TextureCubeMapPositiveX + face,
|
|
baseLevel + 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)
|
|
{
|
|
throw new NotSupportedException();
|
|
}
|
|
|
|
private void DisposeHandles()
|
|
{
|
|
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)
|
|
{
|
|
_parent.DecrementViewsCount();
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (_parent.DefaultView == this)
|
|
{
|
|
// Remove the default view (us), so that the texture cannot be released to the cache.
|
|
_parent.DeleteDefault();
|
|
}
|
|
|
|
Release();
|
|
}
|
|
}
|
|
}
|