TextureStorage.cs 6.2 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Common.Logging;
  3. using Ryujinx.Graphics.GAL;
  4. using System;
  5. namespace Ryujinx.Graphics.OpenGL.Image
  6. {
  7. class TextureStorage
  8. {
  9. public int Handle { get; private set; }
  10. public float ScaleFactor { get; private set; }
  11. public TextureCreateInfo Info { get; }
  12. private readonly Renderer _renderer;
  13. private int _viewsCount;
  14. internal ITexture DefaultView { get; private set; }
  15. public TextureStorage(Renderer renderer, TextureCreateInfo info, float scaleFactor)
  16. {
  17. _renderer = renderer;
  18. Info = info;
  19. Handle = GL.GenTexture();
  20. ScaleFactor = scaleFactor;
  21. CreateImmutableStorage();
  22. }
  23. private void CreateImmutableStorage()
  24. {
  25. TextureTarget target = Info.Target.Convert();
  26. GL.ActiveTexture(TextureUnit.Texture0);
  27. GL.BindTexture(target, Handle);
  28. int width = (int)Math.Ceiling(Info.Width * ScaleFactor);
  29. int height = (int)Math.Ceiling(Info.Height * ScaleFactor);
  30. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  31. SizedInternalFormat internalFormat;
  32. if (format.IsCompressed)
  33. {
  34. internalFormat = (SizedInternalFormat)format.PixelFormat;
  35. }
  36. else
  37. {
  38. internalFormat = (SizedInternalFormat)format.PixelInternalFormat;
  39. }
  40. switch (Info.Target)
  41. {
  42. case Target.Texture1D:
  43. GL.TexStorage1D(
  44. TextureTarget1d.Texture1D,
  45. Info.Levels,
  46. internalFormat,
  47. width);
  48. break;
  49. case Target.Texture1DArray:
  50. GL.TexStorage2D(
  51. TextureTarget2d.Texture1DArray,
  52. Info.Levels,
  53. internalFormat,
  54. width,
  55. height);
  56. break;
  57. case Target.Texture2D:
  58. GL.TexStorage2D(
  59. TextureTarget2d.Texture2D,
  60. Info.Levels,
  61. internalFormat,
  62. width,
  63. height);
  64. break;
  65. case Target.Texture2DArray:
  66. GL.TexStorage3D(
  67. TextureTarget3d.Texture2DArray,
  68. Info.Levels,
  69. internalFormat,
  70. width,
  71. height,
  72. Info.Depth);
  73. break;
  74. case Target.Texture2DMultisample:
  75. GL.TexStorage2DMultisample(
  76. TextureTargetMultisample2d.Texture2DMultisample,
  77. Info.Samples,
  78. internalFormat,
  79. width,
  80. height,
  81. true);
  82. break;
  83. case Target.Texture2DMultisampleArray:
  84. GL.TexStorage3DMultisample(
  85. TextureTargetMultisample3d.Texture2DMultisampleArray,
  86. Info.Samples,
  87. internalFormat,
  88. width,
  89. height,
  90. Info.Depth,
  91. true);
  92. break;
  93. case Target.Texture3D:
  94. GL.TexStorage3D(
  95. TextureTarget3d.Texture3D,
  96. Info.Levels,
  97. internalFormat,
  98. width,
  99. height,
  100. Info.Depth);
  101. break;
  102. case Target.Cubemap:
  103. GL.TexStorage2D(
  104. TextureTarget2d.TextureCubeMap,
  105. Info.Levels,
  106. internalFormat,
  107. width,
  108. height);
  109. break;
  110. case Target.CubemapArray:
  111. GL.TexStorage3D(
  112. (TextureTarget3d)All.TextureCubeMapArray,
  113. Info.Levels,
  114. internalFormat,
  115. width,
  116. height,
  117. Info.Depth);
  118. break;
  119. default:
  120. Logger.Debug?.Print(LogClass.Gpu, $"Invalid or unsupported texture target: {target}.");
  121. break;
  122. }
  123. }
  124. public ITexture CreateDefaultView()
  125. {
  126. DefaultView = CreateView(Info, 0, 0);
  127. return DefaultView;
  128. }
  129. public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
  130. {
  131. IncrementViewsCount();
  132. return new TextureView(_renderer, this, info, firstLayer, firstLevel);
  133. }
  134. private void IncrementViewsCount()
  135. {
  136. _viewsCount++;
  137. }
  138. public void DecrementViewsCount()
  139. {
  140. // If we don't have any views, then the storage is now useless, delete it.
  141. if (--_viewsCount == 0)
  142. {
  143. if (DefaultView == null)
  144. {
  145. Dispose();
  146. }
  147. else
  148. {
  149. // If the default view still exists, we can put it into the resource pool.
  150. Release();
  151. }
  152. }
  153. }
  154. /// <summary>
  155. /// Release the TextureStorage to the resource pool without disposing its handle.
  156. /// </summary>
  157. public void Release()
  158. {
  159. _viewsCount = 1; // When we are used again, we will have the default view.
  160. _renderer.ResourcePool.AddTexture((TextureView)DefaultView);
  161. }
  162. public void DeleteDefault()
  163. {
  164. DefaultView = null;
  165. }
  166. public void Dispose()
  167. {
  168. DefaultView = null;
  169. if (Handle != 0)
  170. {
  171. GL.DeleteTexture(Handle);
  172. Handle = 0;
  173. }
  174. }
  175. }
  176. }