TextureView.cs 21 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Graphics.GAL;
  3. using System;
  4. namespace Ryujinx.Graphics.OpenGL.Image
  5. {
  6. class TextureView : TextureBase, ITexture, ITextureInfo
  7. {
  8. private readonly Renderer _renderer;
  9. private readonly TextureStorage _parent;
  10. public ITextureInfo Storage => _parent;
  11. public int FirstLayer { get; private set; }
  12. public int FirstLevel { get; private set; }
  13. public TextureView(
  14. Renderer renderer,
  15. TextureStorage parent,
  16. TextureCreateInfo info,
  17. int firstLayer,
  18. int firstLevel) : base(info, parent.ScaleFactor)
  19. {
  20. _renderer = renderer;
  21. _parent = parent;
  22. FirstLayer = firstLayer;
  23. FirstLevel = firstLevel;
  24. CreateView();
  25. }
  26. private void CreateView()
  27. {
  28. TextureTarget target = Target.Convert();
  29. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  30. PixelInternalFormat pixelInternalFormat;
  31. if (format.IsCompressed)
  32. {
  33. pixelInternalFormat = (PixelInternalFormat)format.PixelFormat;
  34. }
  35. else
  36. {
  37. pixelInternalFormat = format.PixelInternalFormat;
  38. }
  39. GL.TextureView(
  40. Handle,
  41. target,
  42. _parent.Handle,
  43. pixelInternalFormat,
  44. FirstLevel,
  45. Info.Levels,
  46. FirstLayer,
  47. Info.GetLayers());
  48. GL.ActiveTexture(TextureUnit.Texture0);
  49. GL.BindTexture(target, Handle);
  50. int[] swizzleRgba = new int[]
  51. {
  52. (int)Info.SwizzleR.Convert(),
  53. (int)Info.SwizzleG.Convert(),
  54. (int)Info.SwizzleB.Convert(),
  55. (int)Info.SwizzleA.Convert()
  56. };
  57. if (Info.Format.IsBgra8())
  58. {
  59. // Swap B <-> R for BGRA formats, as OpenGL has no support for them
  60. // and we need to manually swap the components on read/write on the GPU.
  61. int temp = swizzleRgba[0];
  62. swizzleRgba[0] = swizzleRgba[2];
  63. swizzleRgba[2] = temp;
  64. }
  65. GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba);
  66. int maxLevel = Info.Levels - 1;
  67. if (maxLevel < 0)
  68. {
  69. maxLevel = 0;
  70. }
  71. GL.TexParameter(target, TextureParameterName.TextureMaxLevel, maxLevel);
  72. GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)Info.DepthStencilMode.Convert());
  73. }
  74. public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
  75. {
  76. firstLayer += FirstLayer;
  77. firstLevel += FirstLevel;
  78. return _parent.CreateView(info, firstLayer, firstLevel);
  79. }
  80. public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
  81. {
  82. TextureView destinationView = (TextureView)destination;
  83. _renderer.TextureCopy.CopyUnscaled(this, destinationView, 0, firstLayer, 0, firstLevel);
  84. }
  85. public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
  86. {
  87. TextureView destinationView = (TextureView)destination;
  88. _renderer.TextureCopy.CopyUnscaled(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
  89. }
  90. public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
  91. {
  92. _renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
  93. }
  94. public byte[] GetData()
  95. {
  96. int size = 0;
  97. for (int level = 0; level < Info.Levels; level++)
  98. {
  99. size += Info.GetMipSize(level);
  100. }
  101. if (HwCapabilities.UsePersistentBufferForFlush)
  102. {
  103. return _renderer.PersistentBuffers.Default.GetTextureData(this, size);
  104. }
  105. else
  106. {
  107. byte[] data = new byte[size];
  108. unsafe
  109. {
  110. fixed (byte* ptr = data)
  111. {
  112. WriteTo((IntPtr)ptr);
  113. }
  114. }
  115. return data;
  116. }
  117. }
  118. public void WriteToPbo(int offset, bool forceBgra)
  119. {
  120. WriteTo(IntPtr.Zero + offset, forceBgra);
  121. }
  122. public int WriteToPbo2D(int offset, int layer, int level)
  123. {
  124. return WriteTo2D(IntPtr.Zero + offset, layer, level);
  125. }
  126. private int WriteTo2D(IntPtr data, int layer, int level)
  127. {
  128. TextureTarget target = Target.Convert();
  129. Bind(target, 0);
  130. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  131. PixelFormat pixelFormat = format.PixelFormat;
  132. PixelType pixelType = format.PixelType;
  133. if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
  134. {
  135. target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
  136. }
  137. int mipSize = Info.GetMipSize2D(level);
  138. // The GL function returns all layers. Must return the offset of the layer we're interested in.
  139. int resultOffset = target switch
  140. {
  141. TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
  142. TextureTarget.Texture1DArray => layer * mipSize,
  143. TextureTarget.Texture2DArray => layer * mipSize,
  144. _ => 0
  145. };
  146. if (format.IsCompressed)
  147. {
  148. GL.GetCompressedTexImage(target, level, data);
  149. }
  150. else
  151. {
  152. GL.GetTexImage(target, level, pixelFormat, pixelType, data);
  153. }
  154. return resultOffset;
  155. }
  156. private void WriteTo(IntPtr data, bool forceBgra = false)
  157. {
  158. TextureTarget target = Target.Convert();
  159. Bind(target, 0);
  160. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  161. PixelFormat pixelFormat = format.PixelFormat;
  162. PixelType pixelType = format.PixelType;
  163. if (forceBgra)
  164. {
  165. pixelFormat = PixelFormat.Bgra;
  166. }
  167. int faces = 1;
  168. if (target == TextureTarget.TextureCubeMap)
  169. {
  170. target = TextureTarget.TextureCubeMapPositiveX;
  171. faces = 6;
  172. }
  173. for (int level = 0; level < Info.Levels; level++)
  174. {
  175. for (int face = 0; face < faces; face++)
  176. {
  177. int faceOffset = face * Info.GetMipSize2D(level);
  178. if (format.IsCompressed)
  179. {
  180. GL.GetCompressedTexImage(target + face, level, data + faceOffset);
  181. }
  182. else
  183. {
  184. GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
  185. }
  186. }
  187. data += Info.GetMipSize(level);
  188. }
  189. }
  190. public void SetData(ReadOnlySpan<byte> data)
  191. {
  192. unsafe
  193. {
  194. fixed (byte* ptr = data)
  195. {
  196. ReadFrom((IntPtr)ptr, data.Length);
  197. }
  198. }
  199. }
  200. public void SetData(ReadOnlySpan<byte> data, int layer, int level)
  201. {
  202. unsafe
  203. {
  204. fixed (byte* ptr = data)
  205. {
  206. int width = Math.Max(Info.Width >> level, 1);
  207. int height = Math.Max(Info.Height >> level, 1);
  208. ReadFrom2D((IntPtr)ptr, layer, level, width, height);
  209. }
  210. }
  211. }
  212. public void ReadFromPbo(int offset, int size)
  213. {
  214. ReadFrom(IntPtr.Zero + offset, size);
  215. }
  216. public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
  217. {
  218. ReadFrom2D(IntPtr.Zero + offset, layer, level, width, height);
  219. }
  220. private void ReadFrom2D(IntPtr data, int layer, int level, int width, int height)
  221. {
  222. TextureTarget target = Target.Convert();
  223. int mipSize = Info.GetMipSize2D(level);
  224. Bind(target, 0);
  225. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  226. switch (Target)
  227. {
  228. case Target.Texture1D:
  229. if (format.IsCompressed)
  230. {
  231. GL.CompressedTexSubImage1D(
  232. target,
  233. level,
  234. 0,
  235. width,
  236. format.PixelFormat,
  237. mipSize,
  238. data);
  239. }
  240. else
  241. {
  242. GL.TexSubImage1D(
  243. target,
  244. level,
  245. 0,
  246. width,
  247. format.PixelFormat,
  248. format.PixelType,
  249. data);
  250. }
  251. break;
  252. case Target.Texture1DArray:
  253. if (format.IsCompressed)
  254. {
  255. GL.CompressedTexSubImage2D(
  256. target,
  257. level,
  258. 0,
  259. layer,
  260. width,
  261. 1,
  262. format.PixelFormat,
  263. mipSize,
  264. data);
  265. }
  266. else
  267. {
  268. GL.TexSubImage2D(
  269. target,
  270. level,
  271. 0,
  272. layer,
  273. width,
  274. 1,
  275. format.PixelFormat,
  276. format.PixelType,
  277. data);
  278. }
  279. break;
  280. case Target.Texture2D:
  281. if (format.IsCompressed)
  282. {
  283. GL.CompressedTexSubImage2D(
  284. target,
  285. level,
  286. 0,
  287. 0,
  288. width,
  289. height,
  290. format.PixelFormat,
  291. mipSize,
  292. data);
  293. }
  294. else
  295. {
  296. GL.TexSubImage2D(
  297. target,
  298. level,
  299. 0,
  300. 0,
  301. width,
  302. height,
  303. format.PixelFormat,
  304. format.PixelType,
  305. data);
  306. }
  307. break;
  308. case Target.Texture2DArray:
  309. case Target.Texture3D:
  310. case Target.CubemapArray:
  311. if (format.IsCompressed)
  312. {
  313. GL.CompressedTexSubImage3D(
  314. target,
  315. level,
  316. 0,
  317. 0,
  318. layer,
  319. width,
  320. height,
  321. 1,
  322. format.PixelFormat,
  323. mipSize,
  324. data);
  325. }
  326. else
  327. {
  328. GL.TexSubImage3D(
  329. target,
  330. level,
  331. 0,
  332. 0,
  333. layer,
  334. width,
  335. height,
  336. 1,
  337. format.PixelFormat,
  338. format.PixelType,
  339. data);
  340. }
  341. break;
  342. case Target.Cubemap:
  343. if (format.IsCompressed)
  344. {
  345. GL.CompressedTexSubImage2D(
  346. TextureTarget.TextureCubeMapPositiveX + layer,
  347. level,
  348. 0,
  349. 0,
  350. width,
  351. height,
  352. format.PixelFormat,
  353. mipSize,
  354. data);
  355. }
  356. else
  357. {
  358. GL.TexSubImage2D(
  359. TextureTarget.TextureCubeMapPositiveX + layer,
  360. level,
  361. 0,
  362. 0,
  363. width,
  364. height,
  365. format.PixelFormat,
  366. format.PixelType,
  367. data);
  368. }
  369. break;
  370. }
  371. }
  372. private void ReadFrom(IntPtr data, int size)
  373. {
  374. TextureTarget target = Target.Convert();
  375. Bind(target, 0);
  376. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  377. int width = Info.Width;
  378. int height = Info.Height;
  379. int depth = Info.Depth;
  380. int offset = 0;
  381. for (int level = 0; level < Info.Levels; level++)
  382. {
  383. int mipSize = Info.GetMipSize(level);
  384. int endOffset = offset + mipSize;
  385. if ((uint)endOffset > (uint)size)
  386. {
  387. return;
  388. }
  389. switch (Info.Target)
  390. {
  391. case Target.Texture1D:
  392. if (format.IsCompressed)
  393. {
  394. GL.CompressedTexSubImage1D(
  395. target,
  396. level,
  397. 0,
  398. width,
  399. format.PixelFormat,
  400. mipSize,
  401. data);
  402. }
  403. else
  404. {
  405. GL.TexSubImage1D(
  406. target,
  407. level,
  408. 0,
  409. width,
  410. format.PixelFormat,
  411. format.PixelType,
  412. data);
  413. }
  414. break;
  415. case Target.Texture1DArray:
  416. case Target.Texture2D:
  417. if (format.IsCompressed)
  418. {
  419. GL.CompressedTexSubImage2D(
  420. target,
  421. level,
  422. 0,
  423. 0,
  424. width,
  425. height,
  426. format.PixelFormat,
  427. mipSize,
  428. data);
  429. }
  430. else
  431. {
  432. GL.TexSubImage2D(
  433. target,
  434. level,
  435. 0,
  436. 0,
  437. width,
  438. height,
  439. format.PixelFormat,
  440. format.PixelType,
  441. data);
  442. }
  443. break;
  444. case Target.Texture2DArray:
  445. case Target.Texture3D:
  446. case Target.CubemapArray:
  447. if (format.IsCompressed)
  448. {
  449. GL.CompressedTexSubImage3D(
  450. target,
  451. level,
  452. 0,
  453. 0,
  454. 0,
  455. width,
  456. height,
  457. depth,
  458. format.PixelFormat,
  459. mipSize,
  460. data);
  461. }
  462. else
  463. {
  464. GL.TexSubImage3D(
  465. target,
  466. level,
  467. 0,
  468. 0,
  469. 0,
  470. width,
  471. height,
  472. depth,
  473. format.PixelFormat,
  474. format.PixelType,
  475. data);
  476. }
  477. break;
  478. case Target.Cubemap:
  479. int faceOffset = 0;
  480. for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
  481. {
  482. if (format.IsCompressed)
  483. {
  484. GL.CompressedTexSubImage2D(
  485. TextureTarget.TextureCubeMapPositiveX + face,
  486. level,
  487. 0,
  488. 0,
  489. width,
  490. height,
  491. format.PixelFormat,
  492. mipSize / 6,
  493. data + faceOffset);
  494. }
  495. else
  496. {
  497. GL.TexSubImage2D(
  498. TextureTarget.TextureCubeMapPositiveX + face,
  499. level,
  500. 0,
  501. 0,
  502. width,
  503. height,
  504. format.PixelFormat,
  505. format.PixelType,
  506. data + faceOffset);
  507. }
  508. }
  509. break;
  510. }
  511. data += mipSize;
  512. offset += mipSize;
  513. width = Math.Max(1, width >> 1);
  514. height = Math.Max(1, height >> 1);
  515. if (Target == Target.Texture3D)
  516. {
  517. depth = Math.Max(1, depth >> 1);
  518. }
  519. }
  520. }
  521. public void SetStorage(BufferRange buffer)
  522. {
  523. throw new NotSupportedException();
  524. }
  525. private void DisposeHandles()
  526. {
  527. if (Handle != 0)
  528. {
  529. GL.DeleteTexture(Handle);
  530. Handle = 0;
  531. }
  532. }
  533. /// <summary>
  534. /// Release the view without necessarily disposing the parent if we are the default view.
  535. /// This allows it to be added to the resource pool and reused later.
  536. /// </summary>
  537. public void Release()
  538. {
  539. bool hadHandle = Handle != 0;
  540. if (_parent.DefaultView != this)
  541. {
  542. DisposeHandles();
  543. }
  544. if (hadHandle)
  545. {
  546. _parent.DecrementViewsCount();
  547. }
  548. }
  549. public void Dispose()
  550. {
  551. if (_parent.DefaultView == this)
  552. {
  553. // Remove the default view (us), so that the texture cannot be released to the cache.
  554. _parent.DeleteDefault();
  555. }
  556. Release();
  557. }
  558. }
  559. }