TextureView.cs 21 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667
  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.IsBgr())
  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. if (pixelType == PixelType.UnsignedShort565)
  160. {
  161. pixelType = PixelType.UnsignedShort565Reversed;
  162. }
  163. else if (pixelType == PixelType.UnsignedShort565Reversed)
  164. {
  165. pixelType = PixelType.UnsignedShort565;
  166. }
  167. else
  168. {
  169. pixelFormat = PixelFormat.Bgra;
  170. }
  171. }
  172. int faces = 1;
  173. if (target == TextureTarget.TextureCubeMap)
  174. {
  175. target = TextureTarget.TextureCubeMapPositiveX;
  176. faces = 6;
  177. }
  178. for (int level = 0; level < Info.Levels; level++)
  179. {
  180. for (int face = 0; face < faces; face++)
  181. {
  182. int faceOffset = face * Info.GetMipSize2D(level);
  183. if (format.IsCompressed)
  184. {
  185. GL.GetCompressedTexImage(target + face, level, data + faceOffset);
  186. }
  187. else
  188. {
  189. GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
  190. }
  191. }
  192. data += Info.GetMipSize(level);
  193. }
  194. }
  195. public void SetData(ReadOnlySpan<byte> data)
  196. {
  197. unsafe
  198. {
  199. fixed (byte* ptr = data)
  200. {
  201. ReadFrom((IntPtr)ptr, data.Length);
  202. }
  203. }
  204. }
  205. public void SetData(ReadOnlySpan<byte> data, int layer, int level)
  206. {
  207. unsafe
  208. {
  209. fixed (byte* ptr = data)
  210. {
  211. int width = Math.Max(Info.Width >> level, 1);
  212. int height = Math.Max(Info.Height >> level, 1);
  213. ReadFrom2D((IntPtr)ptr, layer, level, width, height);
  214. }
  215. }
  216. }
  217. public void ReadFromPbo(int offset, int size)
  218. {
  219. ReadFrom(IntPtr.Zero + offset, size);
  220. }
  221. public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
  222. {
  223. ReadFrom2D(IntPtr.Zero + offset, layer, level, width, height);
  224. }
  225. private void ReadFrom2D(IntPtr data, int layer, int level, int width, int height)
  226. {
  227. TextureTarget target = Target.Convert();
  228. int mipSize = Info.GetMipSize2D(level);
  229. Bind(target, 0);
  230. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  231. switch (Target)
  232. {
  233. case Target.Texture1D:
  234. if (format.IsCompressed)
  235. {
  236. GL.CompressedTexSubImage1D(
  237. target,
  238. level,
  239. 0,
  240. width,
  241. format.PixelFormat,
  242. mipSize,
  243. data);
  244. }
  245. else
  246. {
  247. GL.TexSubImage1D(
  248. target,
  249. level,
  250. 0,
  251. width,
  252. format.PixelFormat,
  253. format.PixelType,
  254. data);
  255. }
  256. break;
  257. case Target.Texture1DArray:
  258. if (format.IsCompressed)
  259. {
  260. GL.CompressedTexSubImage2D(
  261. target,
  262. level,
  263. 0,
  264. layer,
  265. width,
  266. 1,
  267. format.PixelFormat,
  268. mipSize,
  269. data);
  270. }
  271. else
  272. {
  273. GL.TexSubImage2D(
  274. target,
  275. level,
  276. 0,
  277. layer,
  278. width,
  279. 1,
  280. format.PixelFormat,
  281. format.PixelType,
  282. data);
  283. }
  284. break;
  285. case Target.Texture2D:
  286. if (format.IsCompressed)
  287. {
  288. GL.CompressedTexSubImage2D(
  289. target,
  290. level,
  291. 0,
  292. 0,
  293. width,
  294. height,
  295. format.PixelFormat,
  296. mipSize,
  297. data);
  298. }
  299. else
  300. {
  301. GL.TexSubImage2D(
  302. target,
  303. level,
  304. 0,
  305. 0,
  306. width,
  307. height,
  308. format.PixelFormat,
  309. format.PixelType,
  310. data);
  311. }
  312. break;
  313. case Target.Texture2DArray:
  314. case Target.Texture3D:
  315. case Target.CubemapArray:
  316. if (format.IsCompressed)
  317. {
  318. GL.CompressedTexSubImage3D(
  319. target,
  320. level,
  321. 0,
  322. 0,
  323. layer,
  324. width,
  325. height,
  326. 1,
  327. format.PixelFormat,
  328. mipSize,
  329. data);
  330. }
  331. else
  332. {
  333. GL.TexSubImage3D(
  334. target,
  335. level,
  336. 0,
  337. 0,
  338. layer,
  339. width,
  340. height,
  341. 1,
  342. format.PixelFormat,
  343. format.PixelType,
  344. data);
  345. }
  346. break;
  347. case Target.Cubemap:
  348. if (format.IsCompressed)
  349. {
  350. GL.CompressedTexSubImage2D(
  351. TextureTarget.TextureCubeMapPositiveX + layer,
  352. level,
  353. 0,
  354. 0,
  355. width,
  356. height,
  357. format.PixelFormat,
  358. mipSize,
  359. data);
  360. }
  361. else
  362. {
  363. GL.TexSubImage2D(
  364. TextureTarget.TextureCubeMapPositiveX + layer,
  365. level,
  366. 0,
  367. 0,
  368. width,
  369. height,
  370. format.PixelFormat,
  371. format.PixelType,
  372. data);
  373. }
  374. break;
  375. }
  376. }
  377. private void ReadFrom(IntPtr data, int size)
  378. {
  379. TextureTarget target = Target.Convert();
  380. int baseLevel = 0;
  381. // glTexSubImage on cubemap views is broken on Intel, we have to use the storage instead.
  382. if (Target == Target.Cubemap && HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows)
  383. {
  384. GL.ActiveTexture(TextureUnit.Texture0);
  385. GL.BindTexture(target, Storage.Handle);
  386. baseLevel = FirstLevel;
  387. }
  388. else
  389. {
  390. Bind(target, 0);
  391. }
  392. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  393. int width = Info.Width;
  394. int height = Info.Height;
  395. int depth = Info.Depth;
  396. int offset = 0;
  397. for (int level = 0; level < Info.Levels; level++)
  398. {
  399. int mipSize = Info.GetMipSize(level);
  400. int endOffset = offset + mipSize;
  401. if ((uint)endOffset > (uint)size)
  402. {
  403. return;
  404. }
  405. switch (Target)
  406. {
  407. case Target.Texture1D:
  408. if (format.IsCompressed)
  409. {
  410. GL.CompressedTexSubImage1D(
  411. target,
  412. level,
  413. 0,
  414. width,
  415. format.PixelFormat,
  416. mipSize,
  417. data);
  418. }
  419. else
  420. {
  421. GL.TexSubImage1D(
  422. target,
  423. level,
  424. 0,
  425. width,
  426. format.PixelFormat,
  427. format.PixelType,
  428. data);
  429. }
  430. break;
  431. case Target.Texture1DArray:
  432. case Target.Texture2D:
  433. if (format.IsCompressed)
  434. {
  435. GL.CompressedTexSubImage2D(
  436. target,
  437. level,
  438. 0,
  439. 0,
  440. width,
  441. height,
  442. format.PixelFormat,
  443. mipSize,
  444. data);
  445. }
  446. else
  447. {
  448. GL.TexSubImage2D(
  449. target,
  450. level,
  451. 0,
  452. 0,
  453. width,
  454. height,
  455. format.PixelFormat,
  456. format.PixelType,
  457. data);
  458. }
  459. break;
  460. case Target.Texture2DArray:
  461. case Target.Texture3D:
  462. case Target.CubemapArray:
  463. if (format.IsCompressed)
  464. {
  465. GL.CompressedTexSubImage3D(
  466. target,
  467. level,
  468. 0,
  469. 0,
  470. 0,
  471. width,
  472. height,
  473. depth,
  474. format.PixelFormat,
  475. mipSize,
  476. data);
  477. }
  478. else
  479. {
  480. GL.TexSubImage3D(
  481. target,
  482. level,
  483. 0,
  484. 0,
  485. 0,
  486. width,
  487. height,
  488. depth,
  489. format.PixelFormat,
  490. format.PixelType,
  491. data);
  492. }
  493. break;
  494. case Target.Cubemap:
  495. int faceOffset = 0;
  496. for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
  497. {
  498. if (format.IsCompressed)
  499. {
  500. GL.CompressedTexSubImage2D(
  501. TextureTarget.TextureCubeMapPositiveX + face,
  502. baseLevel + level,
  503. 0,
  504. 0,
  505. width,
  506. height,
  507. format.PixelFormat,
  508. mipSize / 6,
  509. data + faceOffset);
  510. }
  511. else
  512. {
  513. GL.TexSubImage2D(
  514. TextureTarget.TextureCubeMapPositiveX + face,
  515. baseLevel + level,
  516. 0,
  517. 0,
  518. width,
  519. height,
  520. format.PixelFormat,
  521. format.PixelType,
  522. data + faceOffset);
  523. }
  524. }
  525. break;
  526. }
  527. data += mipSize;
  528. offset += mipSize;
  529. width = Math.Max(1, width >> 1);
  530. height = Math.Max(1, height >> 1);
  531. if (Target == Target.Texture3D)
  532. {
  533. depth = Math.Max(1, depth >> 1);
  534. }
  535. }
  536. }
  537. public void SetStorage(BufferRange buffer)
  538. {
  539. throw new NotSupportedException();
  540. }
  541. private void DisposeHandles()
  542. {
  543. if (Handle != 0)
  544. {
  545. GL.DeleteTexture(Handle);
  546. Handle = 0;
  547. }
  548. }
  549. /// <summary>
  550. /// Release the view without necessarily disposing the parent if we are the default view.
  551. /// This allows it to be added to the resource pool and reused later.
  552. /// </summary>
  553. public void Release()
  554. {
  555. bool hadHandle = Handle != 0;
  556. if (_parent.DefaultView != this)
  557. {
  558. DisposeHandles();
  559. }
  560. if (hadHandle)
  561. {
  562. _parent.DecrementViewsCount();
  563. }
  564. }
  565. public void Dispose()
  566. {
  567. if (_parent.DefaultView == this)
  568. {
  569. // Remove the default view (us), so that the texture cannot be released to the cache.
  570. _parent.DeleteDefault();
  571. }
  572. Release();
  573. }
  574. }
  575. }