TextureView.cs 26 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Common;
  3. using Ryujinx.Graphics.GAL;
  4. using System;
  5. namespace Ryujinx.Graphics.OpenGL.Image
  6. {
  7. class TextureView : TextureBase, ITexture, ITextureInfo
  8. {
  9. private readonly OpenGLRenderer _renderer;
  10. private readonly TextureStorage _parent;
  11. public ITextureInfo Storage => _parent;
  12. public int FirstLayer { get; private set; }
  13. public int FirstLevel { get; private set; }
  14. public TextureView(
  15. OpenGLRenderer renderer,
  16. TextureStorage parent,
  17. TextureCreateInfo info,
  18. int firstLayer,
  19. int firstLevel) : base(info, parent.ScaleFactor)
  20. {
  21. _renderer = renderer;
  22. _parent = parent;
  23. FirstLayer = firstLayer;
  24. FirstLevel = firstLevel;
  25. CreateView();
  26. }
  27. private void CreateView()
  28. {
  29. TextureTarget target = Target.Convert();
  30. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  31. PixelInternalFormat pixelInternalFormat;
  32. if (format.IsCompressed)
  33. {
  34. pixelInternalFormat = (PixelInternalFormat)format.PixelFormat;
  35. }
  36. else
  37. {
  38. pixelInternalFormat = format.PixelInternalFormat;
  39. }
  40. int levels = Info.GetLevelsClamped();
  41. GL.TextureView(
  42. Handle,
  43. target,
  44. _parent.Handle,
  45. pixelInternalFormat,
  46. FirstLevel,
  47. levels,
  48. FirstLayer,
  49. Info.GetLayers());
  50. GL.ActiveTexture(TextureUnit.Texture0);
  51. GL.BindTexture(target, Handle);
  52. int[] swizzleRgba = new int[]
  53. {
  54. (int)Info.SwizzleR.Convert(),
  55. (int)Info.SwizzleG.Convert(),
  56. (int)Info.SwizzleB.Convert(),
  57. (int)Info.SwizzleA.Convert()
  58. };
  59. if (Info.Format == Format.A1B5G5R5Unorm)
  60. {
  61. int temp = swizzleRgba[0];
  62. int temp2 = swizzleRgba[1];
  63. swizzleRgba[0] = swizzleRgba[3];
  64. swizzleRgba[1] = swizzleRgba[2];
  65. swizzleRgba[2] = temp2;
  66. swizzleRgba[3] = temp;
  67. }
  68. else if (Info.Format.IsBgr())
  69. {
  70. // Swap B <-> R for BGRA formats, as OpenGL has no support for them
  71. // and we need to manually swap the components on read/write on the GPU.
  72. int temp = swizzleRgba[0];
  73. swizzleRgba[0] = swizzleRgba[2];
  74. swizzleRgba[2] = temp;
  75. }
  76. GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba);
  77. int maxLevel = levels - 1;
  78. if (maxLevel < 0)
  79. {
  80. maxLevel = 0;
  81. }
  82. GL.TexParameter(target, TextureParameterName.TextureMaxLevel, maxLevel);
  83. GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)Info.DepthStencilMode.Convert());
  84. }
  85. public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
  86. {
  87. firstLayer += FirstLayer;
  88. firstLevel += FirstLevel;
  89. return _parent.CreateView(info, firstLayer, firstLevel);
  90. }
  91. public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
  92. {
  93. TextureView destinationView = (TextureView)destination;
  94. if (!destinationView.Target.IsMultisample() && Target.IsMultisample())
  95. {
  96. int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
  97. _renderer.TextureCopyMS.CopyMSToNonMS(this, destinationView, 0, firstLayer, layers);
  98. }
  99. else if (destinationView.Target.IsMultisample() && !Target.IsMultisample())
  100. {
  101. int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
  102. _renderer.TextureCopyMS.CopyNonMSToMS(this, destinationView, 0, firstLayer, layers);
  103. }
  104. else
  105. {
  106. _renderer.TextureCopy.CopyUnscaled(this, destinationView, 0, firstLayer, 0, firstLevel);
  107. }
  108. }
  109. public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
  110. {
  111. TextureView destinationView = (TextureView)destination;
  112. if (!destinationView.Target.IsMultisample() && Target.IsMultisample())
  113. {
  114. _renderer.TextureCopyMS.CopyMSToNonMS(this, destinationView, srcLayer, dstLayer,1);
  115. }
  116. else if (destinationView.Target.IsMultisample() && !Target.IsMultisample())
  117. {
  118. _renderer.TextureCopyMS.CopyNonMSToMS(this, destinationView, srcLayer, dstLayer, 1);
  119. }
  120. else
  121. {
  122. _renderer.TextureCopy.CopyUnscaled(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
  123. }
  124. }
  125. public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
  126. {
  127. _renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
  128. }
  129. public unsafe ReadOnlySpan<byte> GetData()
  130. {
  131. int size = 0;
  132. int levels = Info.GetLevelsClamped();
  133. for (int level = 0; level < levels; level++)
  134. {
  135. size += Info.GetMipSize(level);
  136. }
  137. ReadOnlySpan<byte> data;
  138. if (HwCapabilities.UsePersistentBufferForFlush)
  139. {
  140. data = _renderer.PersistentBuffers.Default.GetTextureData(this, size);
  141. }
  142. else
  143. {
  144. IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
  145. WriteTo(target);
  146. data = new ReadOnlySpan<byte>(target.ToPointer(), size);
  147. }
  148. if (Format == Format.S8UintD24Unorm)
  149. {
  150. data = FormatConverter.ConvertD24S8ToS8D24(data);
  151. }
  152. return data;
  153. }
  154. public unsafe ReadOnlySpan<byte> GetData(int layer, int level)
  155. {
  156. int size = Info.GetMipSize(level);
  157. if (HwCapabilities.UsePersistentBufferForFlush)
  158. {
  159. return _renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level);
  160. }
  161. else
  162. {
  163. IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
  164. int offset = WriteTo2D(target, layer, level);
  165. return new ReadOnlySpan<byte>(target.ToPointer(), size).Slice(offset);
  166. }
  167. }
  168. public void WriteToPbo(int offset, bool forceBgra)
  169. {
  170. WriteTo(IntPtr.Zero + offset, forceBgra);
  171. }
  172. public int WriteToPbo2D(int offset, int layer, int level)
  173. {
  174. return WriteTo2D(IntPtr.Zero + offset, layer, level);
  175. }
  176. private int WriteTo2D(IntPtr data, int layer, int level)
  177. {
  178. TextureTarget target = Target.Convert();
  179. Bind(target, 0);
  180. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  181. PixelFormat pixelFormat = format.PixelFormat;
  182. PixelType pixelType = format.PixelType;
  183. if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
  184. {
  185. target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
  186. }
  187. int mipSize = Info.GetMipSize2D(level);
  188. if (format.IsCompressed)
  189. {
  190. GL.GetCompressedTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, mipSize, data);
  191. }
  192. else if (format.PixelFormat != PixelFormat.DepthStencil)
  193. {
  194. GL.GetTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, pixelFormat, pixelType, mipSize, data);
  195. }
  196. else
  197. {
  198. GL.GetTexImage(target, level, pixelFormat, pixelType, data);
  199. // The GL function returns all layers. Must return the offset of the layer we're interested in.
  200. return target switch
  201. {
  202. TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
  203. TextureTarget.Texture1DArray => layer * mipSize,
  204. TextureTarget.Texture2DArray => layer * mipSize,
  205. _ => 0
  206. };
  207. }
  208. return 0;
  209. }
  210. private void WriteTo(IntPtr data, bool forceBgra = false)
  211. {
  212. TextureTarget target = Target.Convert();
  213. Bind(target, 0);
  214. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  215. PixelFormat pixelFormat = format.PixelFormat;
  216. PixelType pixelType = format.PixelType;
  217. if (forceBgra)
  218. {
  219. if (pixelType == PixelType.UnsignedShort565)
  220. {
  221. pixelType = PixelType.UnsignedShort565Reversed;
  222. }
  223. else if (pixelType == PixelType.UnsignedShort565Reversed)
  224. {
  225. pixelType = PixelType.UnsignedShort565;
  226. }
  227. else
  228. {
  229. pixelFormat = PixelFormat.Bgra;
  230. }
  231. }
  232. int faces = 1;
  233. if (target == TextureTarget.TextureCubeMap)
  234. {
  235. target = TextureTarget.TextureCubeMapPositiveX;
  236. faces = 6;
  237. }
  238. int levels = Info.GetLevelsClamped();
  239. for (int level = 0; level < levels; level++)
  240. {
  241. for (int face = 0; face < faces; face++)
  242. {
  243. int faceOffset = face * Info.GetMipSize2D(level);
  244. if (format.IsCompressed)
  245. {
  246. GL.GetCompressedTexImage(target + face, level, data + faceOffset);
  247. }
  248. else
  249. {
  250. GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
  251. }
  252. }
  253. data += Info.GetMipSize(level);
  254. }
  255. }
  256. public void SetData(ReadOnlySpan<byte> data)
  257. {
  258. if (Format == Format.S8UintD24Unorm)
  259. {
  260. data = FormatConverter.ConvertS8D24ToD24S8(data);
  261. }
  262. unsafe
  263. {
  264. fixed (byte* ptr = data)
  265. {
  266. ReadFrom((IntPtr)ptr, data.Length);
  267. }
  268. }
  269. }
  270. public void SetData(ReadOnlySpan<byte> data, int layer, int level)
  271. {
  272. if (Format == Format.S8UintD24Unorm)
  273. {
  274. data = FormatConverter.ConvertS8D24ToD24S8(data);
  275. }
  276. unsafe
  277. {
  278. fixed (byte* ptr = data)
  279. {
  280. int width = Math.Max(Info.Width >> level, 1);
  281. int height = Math.Max(Info.Height >> level, 1);
  282. ReadFrom2D((IntPtr)ptr, layer, level, 0, 0, width, height);
  283. }
  284. }
  285. }
  286. public void SetData(ReadOnlySpan<byte> data, int layer, int level, Rectangle<int> region)
  287. {
  288. if (Format == Format.S8UintD24Unorm)
  289. {
  290. data = FormatConverter.ConvertS8D24ToD24S8(data);
  291. }
  292. int wInBlocks = BitUtils.DivRoundUp(region.Width, Info.BlockWidth);
  293. int hInBlocks = BitUtils.DivRoundUp(region.Height, Info.BlockHeight);
  294. unsafe
  295. {
  296. fixed (byte* ptr = data)
  297. {
  298. ReadFrom2D(
  299. (IntPtr)ptr,
  300. layer,
  301. level,
  302. region.X,
  303. region.Y,
  304. region.Width,
  305. region.Height,
  306. BitUtils.AlignUp(wInBlocks * Info.BytesPerPixel, 4) * hInBlocks);
  307. }
  308. }
  309. }
  310. public void ReadFromPbo(int offset, int size)
  311. {
  312. ReadFrom(IntPtr.Zero + offset, size);
  313. }
  314. public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
  315. {
  316. ReadFrom2D(IntPtr.Zero + offset, layer, level, 0, 0, width, height);
  317. }
  318. private void ReadFrom2D(IntPtr data, int layer, int level, int x, int y, int width, int height)
  319. {
  320. int mipSize = Info.GetMipSize2D(level);
  321. ReadFrom2D(data, layer, level, x, y, width, height, mipSize);
  322. }
  323. private void ReadFrom2D(IntPtr data, int layer, int level, int x, int y, int width, int height, int mipSize)
  324. {
  325. TextureTarget target = Target.Convert();
  326. Bind(target, 0);
  327. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  328. switch (Target)
  329. {
  330. case Target.Texture1D:
  331. if (format.IsCompressed)
  332. {
  333. GL.CompressedTexSubImage1D(
  334. target,
  335. level,
  336. x,
  337. width,
  338. format.PixelFormat,
  339. mipSize,
  340. data);
  341. }
  342. else
  343. {
  344. GL.TexSubImage1D(
  345. target,
  346. level,
  347. x,
  348. width,
  349. format.PixelFormat,
  350. format.PixelType,
  351. data);
  352. }
  353. break;
  354. case Target.Texture1DArray:
  355. if (format.IsCompressed)
  356. {
  357. GL.CompressedTexSubImage2D(
  358. target,
  359. level,
  360. x,
  361. layer,
  362. width,
  363. 1,
  364. format.PixelFormat,
  365. mipSize,
  366. data);
  367. }
  368. else
  369. {
  370. GL.TexSubImage2D(
  371. target,
  372. level,
  373. x,
  374. layer,
  375. width,
  376. 1,
  377. format.PixelFormat,
  378. format.PixelType,
  379. data);
  380. }
  381. break;
  382. case Target.Texture2D:
  383. if (format.IsCompressed)
  384. {
  385. GL.CompressedTexSubImage2D(
  386. target,
  387. level,
  388. x,
  389. y,
  390. width,
  391. height,
  392. format.PixelFormat,
  393. mipSize,
  394. data);
  395. }
  396. else
  397. {
  398. GL.TexSubImage2D(
  399. target,
  400. level,
  401. x,
  402. y,
  403. width,
  404. height,
  405. format.PixelFormat,
  406. format.PixelType,
  407. data);
  408. }
  409. break;
  410. case Target.Texture2DArray:
  411. case Target.Texture3D:
  412. case Target.CubemapArray:
  413. if (format.IsCompressed)
  414. {
  415. GL.CompressedTexSubImage3D(
  416. target,
  417. level,
  418. x,
  419. y,
  420. layer,
  421. width,
  422. height,
  423. 1,
  424. format.PixelFormat,
  425. mipSize,
  426. data);
  427. }
  428. else
  429. {
  430. GL.TexSubImage3D(
  431. target,
  432. level,
  433. x,
  434. y,
  435. layer,
  436. width,
  437. height,
  438. 1,
  439. format.PixelFormat,
  440. format.PixelType,
  441. data);
  442. }
  443. break;
  444. case Target.Cubemap:
  445. if (format.IsCompressed)
  446. {
  447. GL.CompressedTexSubImage2D(
  448. TextureTarget.TextureCubeMapPositiveX + layer,
  449. level,
  450. x,
  451. y,
  452. width,
  453. height,
  454. format.PixelFormat,
  455. mipSize,
  456. data);
  457. }
  458. else
  459. {
  460. GL.TexSubImage2D(
  461. TextureTarget.TextureCubeMapPositiveX + layer,
  462. level,
  463. x,
  464. y,
  465. width,
  466. height,
  467. format.PixelFormat,
  468. format.PixelType,
  469. data);
  470. }
  471. break;
  472. }
  473. }
  474. private void ReadFrom(IntPtr data, int size)
  475. {
  476. TextureTarget target = Target.Convert();
  477. int baseLevel = 0;
  478. // glTexSubImage on cubemap views is broken on Intel, we have to use the storage instead.
  479. if (Target == Target.Cubemap && HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows)
  480. {
  481. GL.ActiveTexture(TextureUnit.Texture0);
  482. GL.BindTexture(target, Storage.Handle);
  483. baseLevel = FirstLevel;
  484. }
  485. else
  486. {
  487. Bind(target, 0);
  488. }
  489. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  490. int width = Info.Width;
  491. int height = Info.Height;
  492. int depth = Info.Depth;
  493. int levels = Info.GetLevelsClamped();
  494. int offset = 0;
  495. for (int level = 0; level < levels; level++)
  496. {
  497. int mipSize = Info.GetMipSize(level);
  498. int endOffset = offset + mipSize;
  499. if ((uint)endOffset > (uint)size)
  500. {
  501. return;
  502. }
  503. switch (Target)
  504. {
  505. case Target.Texture1D:
  506. if (format.IsCompressed)
  507. {
  508. GL.CompressedTexSubImage1D(
  509. target,
  510. level,
  511. 0,
  512. width,
  513. format.PixelFormat,
  514. mipSize,
  515. data);
  516. }
  517. else
  518. {
  519. GL.TexSubImage1D(
  520. target,
  521. level,
  522. 0,
  523. width,
  524. format.PixelFormat,
  525. format.PixelType,
  526. data);
  527. }
  528. break;
  529. case Target.Texture1DArray:
  530. case Target.Texture2D:
  531. if (format.IsCompressed)
  532. {
  533. GL.CompressedTexSubImage2D(
  534. target,
  535. level,
  536. 0,
  537. 0,
  538. width,
  539. height,
  540. format.PixelFormat,
  541. mipSize,
  542. data);
  543. }
  544. else
  545. {
  546. GL.TexSubImage2D(
  547. target,
  548. level,
  549. 0,
  550. 0,
  551. width,
  552. height,
  553. format.PixelFormat,
  554. format.PixelType,
  555. data);
  556. }
  557. break;
  558. case Target.Texture2DArray:
  559. case Target.Texture3D:
  560. case Target.CubemapArray:
  561. if (format.IsCompressed)
  562. {
  563. GL.CompressedTexSubImage3D(
  564. target,
  565. level,
  566. 0,
  567. 0,
  568. 0,
  569. width,
  570. height,
  571. depth,
  572. format.PixelFormat,
  573. mipSize,
  574. data);
  575. }
  576. else
  577. {
  578. GL.TexSubImage3D(
  579. target,
  580. level,
  581. 0,
  582. 0,
  583. 0,
  584. width,
  585. height,
  586. depth,
  587. format.PixelFormat,
  588. format.PixelType,
  589. data);
  590. }
  591. break;
  592. case Target.Cubemap:
  593. int faceOffset = 0;
  594. for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
  595. {
  596. if (format.IsCompressed)
  597. {
  598. GL.CompressedTexSubImage2D(
  599. TextureTarget.TextureCubeMapPositiveX + face,
  600. baseLevel + level,
  601. 0,
  602. 0,
  603. width,
  604. height,
  605. format.PixelFormat,
  606. mipSize / 6,
  607. data + faceOffset);
  608. }
  609. else
  610. {
  611. GL.TexSubImage2D(
  612. TextureTarget.TextureCubeMapPositiveX + face,
  613. baseLevel + level,
  614. 0,
  615. 0,
  616. width,
  617. height,
  618. format.PixelFormat,
  619. format.PixelType,
  620. data + faceOffset);
  621. }
  622. }
  623. break;
  624. }
  625. data += mipSize;
  626. offset += mipSize;
  627. width = Math.Max(1, width >> 1);
  628. height = Math.Max(1, height >> 1);
  629. if (Target == Target.Texture3D)
  630. {
  631. depth = Math.Max(1, depth >> 1);
  632. }
  633. }
  634. }
  635. public void SetStorage(BufferRange buffer)
  636. {
  637. throw new NotSupportedException();
  638. }
  639. private void DisposeHandles()
  640. {
  641. if (Handle != 0)
  642. {
  643. GL.DeleteTexture(Handle);
  644. Handle = 0;
  645. }
  646. }
  647. /// <summary>
  648. /// Release the view without necessarily disposing the parent if we are the default view.
  649. /// This allows it to be added to the resource pool and reused later.
  650. /// </summary>
  651. public void Release()
  652. {
  653. bool hadHandle = Handle != 0;
  654. if (_parent.DefaultView != this)
  655. {
  656. DisposeHandles();
  657. }
  658. if (hadHandle)
  659. {
  660. _parent.DecrementViewsCount();
  661. }
  662. }
  663. public void Dispose()
  664. {
  665. if (_parent.DefaultView == this)
  666. {
  667. // Remove the default view (us), so that the texture cannot be released to the cache.
  668. _parent.DeleteDefault();
  669. }
  670. Release();
  671. }
  672. }
  673. }