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Ryujinx/Ryujinx.Graphics/Gal/OpenGL/OGLTexture.cs

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using OpenTK.Graphics.OpenGL;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLTexture
{
private int[] Textures;
public OGLTexture()
{
Textures = new int[80];
}
public void Set(int Index, GalTexture Texture)
{
GL.ActiveTexture(TextureUnit.Texture0 + Index);
Bind(Index);
const int Level = 0; //TODO: Support mipmap textures.
const int Border = 0;
if (IsCompressedTextureFormat(Texture.Format))
{
PixelInternalFormat InternalFmt = OGLEnumConverter.GetCompressedTextureFormat(Texture.Format);
GL.CompressedTexImage2D(
TextureTarget.Texture2D,
Level,
InternalFmt,
Texture.Width,
Texture.Height,
Border,
Texture.Data.Length,
Texture.Data);
}
else
{
const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(Texture.Format);
GL.TexImage2D(
TextureTarget.Texture2D,
Level,
InternalFmt,
Texture.Width,
Texture.Height,
Border,
Format,
Type,
Texture.Data);
}
}
public void Bind(int Index)
{
int Handle = EnsureTextureInitialized(Index);
GL.BindTexture(TextureTarget.Texture2D, Handle);
}
public static void Set(GalTextureSampler Sampler)
{
int WrapS = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressU);
int WrapT = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressV);
int MinFilter = (int)OGLEnumConverter.GetTextureMinFilter(Sampler.MinFilter, Sampler.MipFilter);
int MagFilter = (int)OGLEnumConverter.GetTextureMagFilter(Sampler.MagFilter);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, WrapS);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, WrapT);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
float[] Color = new float[]
{
Sampler.BorderColor.Red,
Sampler.BorderColor.Green,
Sampler.BorderColor.Blue,
Sampler.BorderColor.Alpha
};
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, Color);
}
private static bool IsCompressedTextureFormat(GalTextureFormat Format)
{
switch (Format)
{
case GalTextureFormat.BC1:
case GalTextureFormat.BC2:
case GalTextureFormat.BC3:
case GalTextureFormat.BC4:
case GalTextureFormat.BC5:
return true;
}
return false;
}
private int EnsureTextureInitialized(int TexIndex)
{
int Handle = Textures[TexIndex];
if (Handle == 0)
{
Handle = Textures[TexIndex] = GL.GenTexture();
}
return Handle;
}
}
}