TextureView.cs 20 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 unsafe ReadOnlySpan<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. IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
  108. WriteTo(target);
  109. return new ReadOnlySpan<byte>(target.ToPointer(), size);
  110. }
  111. }
  112. public void WriteToPbo(int offset, bool forceBgra)
  113. {
  114. WriteTo(IntPtr.Zero + offset, forceBgra);
  115. }
  116. public int WriteToPbo2D(int offset, int layer, int level)
  117. {
  118. return WriteTo2D(IntPtr.Zero + offset, layer, level);
  119. }
  120. private int WriteTo2D(IntPtr data, int layer, int level)
  121. {
  122. TextureTarget target = Target.Convert();
  123. Bind(target, 0);
  124. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  125. PixelFormat pixelFormat = format.PixelFormat;
  126. PixelType pixelType = format.PixelType;
  127. if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
  128. {
  129. target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
  130. }
  131. int mipSize = Info.GetMipSize2D(level);
  132. // The GL function returns all layers. Must return the offset of the layer we're interested in.
  133. int resultOffset = target switch
  134. {
  135. TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
  136. TextureTarget.Texture1DArray => layer * mipSize,
  137. TextureTarget.Texture2DArray => layer * mipSize,
  138. _ => 0
  139. };
  140. if (format.IsCompressed)
  141. {
  142. GL.GetCompressedTexImage(target, level, data);
  143. }
  144. else
  145. {
  146. GL.GetTexImage(target, level, pixelFormat, pixelType, data);
  147. }
  148. return resultOffset;
  149. }
  150. private void WriteTo(IntPtr data, bool forceBgra = false)
  151. {
  152. TextureTarget target = Target.Convert();
  153. Bind(target, 0);
  154. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  155. PixelFormat pixelFormat = format.PixelFormat;
  156. PixelType pixelType = format.PixelType;
  157. if (forceBgra)
  158. {
  159. pixelFormat = PixelFormat.Bgra;
  160. }
  161. int faces = 1;
  162. if (target == TextureTarget.TextureCubeMap)
  163. {
  164. target = TextureTarget.TextureCubeMapPositiveX;
  165. faces = 6;
  166. }
  167. for (int level = 0; level < Info.Levels; level++)
  168. {
  169. for (int face = 0; face < faces; face++)
  170. {
  171. int faceOffset = face * Info.GetMipSize2D(level);
  172. if (format.IsCompressed)
  173. {
  174. GL.GetCompressedTexImage(target + face, level, data + faceOffset);
  175. }
  176. else
  177. {
  178. GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
  179. }
  180. }
  181. data += Info.GetMipSize(level);
  182. }
  183. }
  184. public void SetData(ReadOnlySpan<byte> data)
  185. {
  186. unsafe
  187. {
  188. fixed (byte* ptr = data)
  189. {
  190. ReadFrom((IntPtr)ptr, data.Length);
  191. }
  192. }
  193. }
  194. public void SetData(ReadOnlySpan<byte> data, int layer, int level)
  195. {
  196. unsafe
  197. {
  198. fixed (byte* ptr = data)
  199. {
  200. int width = Math.Max(Info.Width >> level, 1);
  201. int height = Math.Max(Info.Height >> level, 1);
  202. ReadFrom2D((IntPtr)ptr, layer, level, width, height);
  203. }
  204. }
  205. }
  206. public void ReadFromPbo(int offset, int size)
  207. {
  208. ReadFrom(IntPtr.Zero + offset, size);
  209. }
  210. public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
  211. {
  212. ReadFrom2D(IntPtr.Zero + offset, layer, level, width, height);
  213. }
  214. private void ReadFrom2D(IntPtr data, int layer, int level, int width, int height)
  215. {
  216. TextureTarget target = Target.Convert();
  217. int mipSize = Info.GetMipSize2D(level);
  218. Bind(target, 0);
  219. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  220. switch (Target)
  221. {
  222. case Target.Texture1D:
  223. if (format.IsCompressed)
  224. {
  225. GL.CompressedTexSubImage1D(
  226. target,
  227. level,
  228. 0,
  229. width,
  230. format.PixelFormat,
  231. mipSize,
  232. data);
  233. }
  234. else
  235. {
  236. GL.TexSubImage1D(
  237. target,
  238. level,
  239. 0,
  240. width,
  241. format.PixelFormat,
  242. format.PixelType,
  243. data);
  244. }
  245. break;
  246. case Target.Texture1DArray:
  247. if (format.IsCompressed)
  248. {
  249. GL.CompressedTexSubImage2D(
  250. target,
  251. level,
  252. 0,
  253. layer,
  254. width,
  255. 1,
  256. format.PixelFormat,
  257. mipSize,
  258. data);
  259. }
  260. else
  261. {
  262. GL.TexSubImage2D(
  263. target,
  264. level,
  265. 0,
  266. layer,
  267. width,
  268. 1,
  269. format.PixelFormat,
  270. format.PixelType,
  271. data);
  272. }
  273. break;
  274. case Target.Texture2D:
  275. if (format.IsCompressed)
  276. {
  277. GL.CompressedTexSubImage2D(
  278. target,
  279. level,
  280. 0,
  281. 0,
  282. width,
  283. height,
  284. format.PixelFormat,
  285. mipSize,
  286. data);
  287. }
  288. else
  289. {
  290. GL.TexSubImage2D(
  291. target,
  292. level,
  293. 0,
  294. 0,
  295. width,
  296. height,
  297. format.PixelFormat,
  298. format.PixelType,
  299. data);
  300. }
  301. break;
  302. case Target.Texture2DArray:
  303. case Target.Texture3D:
  304. case Target.CubemapArray:
  305. if (format.IsCompressed)
  306. {
  307. GL.CompressedTexSubImage3D(
  308. target,
  309. level,
  310. 0,
  311. 0,
  312. layer,
  313. width,
  314. height,
  315. 1,
  316. format.PixelFormat,
  317. mipSize,
  318. data);
  319. }
  320. else
  321. {
  322. GL.TexSubImage3D(
  323. target,
  324. level,
  325. 0,
  326. 0,
  327. layer,
  328. width,
  329. height,
  330. 1,
  331. format.PixelFormat,
  332. format.PixelType,
  333. data);
  334. }
  335. break;
  336. case Target.Cubemap:
  337. if (format.IsCompressed)
  338. {
  339. GL.CompressedTexSubImage2D(
  340. TextureTarget.TextureCubeMapPositiveX + layer,
  341. level,
  342. 0,
  343. 0,
  344. width,
  345. height,
  346. format.PixelFormat,
  347. mipSize,
  348. data);
  349. }
  350. else
  351. {
  352. GL.TexSubImage2D(
  353. TextureTarget.TextureCubeMapPositiveX + layer,
  354. level,
  355. 0,
  356. 0,
  357. width,
  358. height,
  359. format.PixelFormat,
  360. format.PixelType,
  361. data);
  362. }
  363. break;
  364. }
  365. }
  366. private void ReadFrom(IntPtr data, int size)
  367. {
  368. TextureTarget target = Target.Convert();
  369. Bind(target, 0);
  370. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  371. int width = Info.Width;
  372. int height = Info.Height;
  373. int depth = Info.Depth;
  374. int offset = 0;
  375. for (int level = 0; level < Info.Levels; level++)
  376. {
  377. int mipSize = Info.GetMipSize(level);
  378. int endOffset = offset + mipSize;
  379. if ((uint)endOffset > (uint)size)
  380. {
  381. return;
  382. }
  383. switch (Info.Target)
  384. {
  385. case Target.Texture1D:
  386. if (format.IsCompressed)
  387. {
  388. GL.CompressedTexSubImage1D(
  389. target,
  390. level,
  391. 0,
  392. width,
  393. format.PixelFormat,
  394. mipSize,
  395. data);
  396. }
  397. else
  398. {
  399. GL.TexSubImage1D(
  400. target,
  401. level,
  402. 0,
  403. width,
  404. format.PixelFormat,
  405. format.PixelType,
  406. data);
  407. }
  408. break;
  409. case Target.Texture1DArray:
  410. case Target.Texture2D:
  411. if (format.IsCompressed)
  412. {
  413. GL.CompressedTexSubImage2D(
  414. target,
  415. level,
  416. 0,
  417. 0,
  418. width,
  419. height,
  420. format.PixelFormat,
  421. mipSize,
  422. data);
  423. }
  424. else
  425. {
  426. GL.TexSubImage2D(
  427. target,
  428. level,
  429. 0,
  430. 0,
  431. width,
  432. height,
  433. format.PixelFormat,
  434. format.PixelType,
  435. data);
  436. }
  437. break;
  438. case Target.Texture2DArray:
  439. case Target.Texture3D:
  440. case Target.CubemapArray:
  441. if (format.IsCompressed)
  442. {
  443. GL.CompressedTexSubImage3D(
  444. target,
  445. level,
  446. 0,
  447. 0,
  448. 0,
  449. width,
  450. height,
  451. depth,
  452. format.PixelFormat,
  453. mipSize,
  454. data);
  455. }
  456. else
  457. {
  458. GL.TexSubImage3D(
  459. target,
  460. level,
  461. 0,
  462. 0,
  463. 0,
  464. width,
  465. height,
  466. depth,
  467. format.PixelFormat,
  468. format.PixelType,
  469. data);
  470. }
  471. break;
  472. case Target.Cubemap:
  473. int faceOffset = 0;
  474. for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
  475. {
  476. if (format.IsCompressed)
  477. {
  478. GL.CompressedTexSubImage2D(
  479. TextureTarget.TextureCubeMapPositiveX + face,
  480. level,
  481. 0,
  482. 0,
  483. width,
  484. height,
  485. format.PixelFormat,
  486. mipSize / 6,
  487. data + faceOffset);
  488. }
  489. else
  490. {
  491. GL.TexSubImage2D(
  492. TextureTarget.TextureCubeMapPositiveX + face,
  493. level,
  494. 0,
  495. 0,
  496. width,
  497. height,
  498. format.PixelFormat,
  499. format.PixelType,
  500. data + faceOffset);
  501. }
  502. }
  503. break;
  504. }
  505. data += mipSize;
  506. offset += mipSize;
  507. width = Math.Max(1, width >> 1);
  508. height = Math.Max(1, height >> 1);
  509. if (Target == Target.Texture3D)
  510. {
  511. depth = Math.Max(1, depth >> 1);
  512. }
  513. }
  514. }
  515. public void SetStorage(BufferRange buffer)
  516. {
  517. throw new NotSupportedException();
  518. }
  519. private void DisposeHandles()
  520. {
  521. if (Handle != 0)
  522. {
  523. GL.DeleteTexture(Handle);
  524. Handle = 0;
  525. }
  526. }
  527. /// <summary>
  528. /// Release the view without necessarily disposing the parent if we are the default view.
  529. /// This allows it to be added to the resource pool and reused later.
  530. /// </summary>
  531. public void Release()
  532. {
  533. bool hadHandle = Handle != 0;
  534. if (_parent.DefaultView != this)
  535. {
  536. DisposeHandles();
  537. }
  538. if (hadHandle)
  539. {
  540. _parent.DecrementViewsCount();
  541. }
  542. }
  543. public void Dispose()
  544. {
  545. if (_parent.DefaultView == this)
  546. {
  547. // Remove the default view (us), so that the texture cannot be released to the cache.
  548. _parent.DeleteDefault();
  549. }
  550. Release();
  551. }
  552. }
  553. }