TextureView.cs 22 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682
  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. int levels = Info.GetLevelsClamped();
  40. GL.TextureView(
  41. Handle,
  42. target,
  43. _parent.Handle,
  44. pixelInternalFormat,
  45. FirstLevel,
  46. levels,
  47. FirstLayer,
  48. Info.GetLayers());
  49. GL.ActiveTexture(TextureUnit.Texture0);
  50. GL.BindTexture(target, Handle);
  51. int[] swizzleRgba = new int[]
  52. {
  53. (int)Info.SwizzleR.Convert(),
  54. (int)Info.SwizzleG.Convert(),
  55. (int)Info.SwizzleB.Convert(),
  56. (int)Info.SwizzleA.Convert()
  57. };
  58. if (Info.Format == Format.A1B5G5R5Unorm)
  59. {
  60. int temp = swizzleRgba[0];
  61. int temp2 = swizzleRgba[1];
  62. swizzleRgba[0] = swizzleRgba[3];
  63. swizzleRgba[1] = swizzleRgba[2];
  64. swizzleRgba[2] = temp2;
  65. swizzleRgba[3] = temp;
  66. }
  67. else if (Info.Format.IsBgr())
  68. {
  69. // Swap B <-> R for BGRA formats, as OpenGL has no support for them
  70. // and we need to manually swap the components on read/write on the GPU.
  71. int temp = swizzleRgba[0];
  72. swizzleRgba[0] = swizzleRgba[2];
  73. swizzleRgba[2] = temp;
  74. }
  75. GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba);
  76. int maxLevel = levels - 1;
  77. if (maxLevel < 0)
  78. {
  79. maxLevel = 0;
  80. }
  81. GL.TexParameter(target, TextureParameterName.TextureMaxLevel, maxLevel);
  82. GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)Info.DepthStencilMode.Convert());
  83. }
  84. public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
  85. {
  86. firstLayer += FirstLayer;
  87. firstLevel += FirstLevel;
  88. return _parent.CreateView(info, firstLayer, firstLevel);
  89. }
  90. public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
  91. {
  92. TextureView destinationView = (TextureView)destination;
  93. _renderer.TextureCopy.CopyUnscaled(this, destinationView, 0, firstLayer, 0, firstLevel);
  94. }
  95. public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
  96. {
  97. TextureView destinationView = (TextureView)destination;
  98. _renderer.TextureCopy.CopyUnscaled(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
  99. }
  100. public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
  101. {
  102. _renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
  103. }
  104. public unsafe ReadOnlySpan<byte> GetData()
  105. {
  106. int size = 0;
  107. int levels = Info.GetLevelsClamped();
  108. for (int level = 0; level < levels; level++)
  109. {
  110. size += Info.GetMipSize(level);
  111. }
  112. if (HwCapabilities.UsePersistentBufferForFlush)
  113. {
  114. return _renderer.PersistentBuffers.Default.GetTextureData(this, size);
  115. }
  116. else
  117. {
  118. IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
  119. WriteTo(target);
  120. return new ReadOnlySpan<byte>(target.ToPointer(), size);
  121. }
  122. }
  123. public void WriteToPbo(int offset, bool forceBgra)
  124. {
  125. WriteTo(IntPtr.Zero + offset, forceBgra);
  126. }
  127. public int WriteToPbo2D(int offset, int layer, int level)
  128. {
  129. return WriteTo2D(IntPtr.Zero + offset, layer, level);
  130. }
  131. private int WriteTo2D(IntPtr data, int layer, int level)
  132. {
  133. TextureTarget target = Target.Convert();
  134. Bind(target, 0);
  135. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  136. PixelFormat pixelFormat = format.PixelFormat;
  137. PixelType pixelType = format.PixelType;
  138. if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
  139. {
  140. target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
  141. }
  142. int mipSize = Info.GetMipSize2D(level);
  143. // The GL function returns all layers. Must return the offset of the layer we're interested in.
  144. int resultOffset = target switch
  145. {
  146. TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
  147. TextureTarget.Texture1DArray => layer * mipSize,
  148. TextureTarget.Texture2DArray => layer * mipSize,
  149. _ => 0
  150. };
  151. if (format.IsCompressed)
  152. {
  153. GL.GetCompressedTexImage(target, level, data);
  154. }
  155. else
  156. {
  157. GL.GetTexImage(target, level, pixelFormat, pixelType, data);
  158. }
  159. return resultOffset;
  160. }
  161. private void WriteTo(IntPtr data, bool forceBgra = false)
  162. {
  163. TextureTarget target = Target.Convert();
  164. Bind(target, 0);
  165. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  166. PixelFormat pixelFormat = format.PixelFormat;
  167. PixelType pixelType = format.PixelType;
  168. if (forceBgra)
  169. {
  170. if (pixelType == PixelType.UnsignedShort565)
  171. {
  172. pixelType = PixelType.UnsignedShort565Reversed;
  173. }
  174. else if (pixelType == PixelType.UnsignedShort565Reversed)
  175. {
  176. pixelType = PixelType.UnsignedShort565;
  177. }
  178. else
  179. {
  180. pixelFormat = PixelFormat.Bgra;
  181. }
  182. }
  183. int faces = 1;
  184. if (target == TextureTarget.TextureCubeMap)
  185. {
  186. target = TextureTarget.TextureCubeMapPositiveX;
  187. faces = 6;
  188. }
  189. int levels = Info.GetLevelsClamped();
  190. for (int level = 0; level < levels; level++)
  191. {
  192. for (int face = 0; face < faces; face++)
  193. {
  194. int faceOffset = face * Info.GetMipSize2D(level);
  195. if (format.IsCompressed)
  196. {
  197. GL.GetCompressedTexImage(target + face, level, data + faceOffset);
  198. }
  199. else
  200. {
  201. GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
  202. }
  203. }
  204. data += Info.GetMipSize(level);
  205. }
  206. }
  207. public void SetData(ReadOnlySpan<byte> data)
  208. {
  209. unsafe
  210. {
  211. fixed (byte* ptr = data)
  212. {
  213. ReadFrom((IntPtr)ptr, data.Length);
  214. }
  215. }
  216. }
  217. public void SetData(ReadOnlySpan<byte> data, int layer, int level)
  218. {
  219. unsafe
  220. {
  221. fixed (byte* ptr = data)
  222. {
  223. int width = Math.Max(Info.Width >> level, 1);
  224. int height = Math.Max(Info.Height >> level, 1);
  225. ReadFrom2D((IntPtr)ptr, layer, level, width, height);
  226. }
  227. }
  228. }
  229. public void ReadFromPbo(int offset, int size)
  230. {
  231. ReadFrom(IntPtr.Zero + offset, size);
  232. }
  233. public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
  234. {
  235. ReadFrom2D(IntPtr.Zero + offset, layer, level, width, height);
  236. }
  237. private void ReadFrom2D(IntPtr data, int layer, int level, int width, int height)
  238. {
  239. TextureTarget target = Target.Convert();
  240. int mipSize = Info.GetMipSize2D(level);
  241. Bind(target, 0);
  242. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  243. switch (Target)
  244. {
  245. case Target.Texture1D:
  246. if (format.IsCompressed)
  247. {
  248. GL.CompressedTexSubImage1D(
  249. target,
  250. level,
  251. 0,
  252. width,
  253. format.PixelFormat,
  254. mipSize,
  255. data);
  256. }
  257. else
  258. {
  259. GL.TexSubImage1D(
  260. target,
  261. level,
  262. 0,
  263. width,
  264. format.PixelFormat,
  265. format.PixelType,
  266. data);
  267. }
  268. break;
  269. case Target.Texture1DArray:
  270. if (format.IsCompressed)
  271. {
  272. GL.CompressedTexSubImage2D(
  273. target,
  274. level,
  275. 0,
  276. layer,
  277. width,
  278. 1,
  279. format.PixelFormat,
  280. mipSize,
  281. data);
  282. }
  283. else
  284. {
  285. GL.TexSubImage2D(
  286. target,
  287. level,
  288. 0,
  289. layer,
  290. width,
  291. 1,
  292. format.PixelFormat,
  293. format.PixelType,
  294. data);
  295. }
  296. break;
  297. case Target.Texture2D:
  298. if (format.IsCompressed)
  299. {
  300. GL.CompressedTexSubImage2D(
  301. target,
  302. level,
  303. 0,
  304. 0,
  305. width,
  306. height,
  307. format.PixelFormat,
  308. mipSize,
  309. data);
  310. }
  311. else
  312. {
  313. GL.TexSubImage2D(
  314. target,
  315. level,
  316. 0,
  317. 0,
  318. width,
  319. height,
  320. format.PixelFormat,
  321. format.PixelType,
  322. data);
  323. }
  324. break;
  325. case Target.Texture2DArray:
  326. case Target.Texture3D:
  327. case Target.CubemapArray:
  328. if (format.IsCompressed)
  329. {
  330. GL.CompressedTexSubImage3D(
  331. target,
  332. level,
  333. 0,
  334. 0,
  335. layer,
  336. width,
  337. height,
  338. 1,
  339. format.PixelFormat,
  340. mipSize,
  341. data);
  342. }
  343. else
  344. {
  345. GL.TexSubImage3D(
  346. target,
  347. level,
  348. 0,
  349. 0,
  350. layer,
  351. width,
  352. height,
  353. 1,
  354. format.PixelFormat,
  355. format.PixelType,
  356. data);
  357. }
  358. break;
  359. case Target.Cubemap:
  360. if (format.IsCompressed)
  361. {
  362. GL.CompressedTexSubImage2D(
  363. TextureTarget.TextureCubeMapPositiveX + layer,
  364. level,
  365. 0,
  366. 0,
  367. width,
  368. height,
  369. format.PixelFormat,
  370. mipSize,
  371. data);
  372. }
  373. else
  374. {
  375. GL.TexSubImage2D(
  376. TextureTarget.TextureCubeMapPositiveX + layer,
  377. level,
  378. 0,
  379. 0,
  380. width,
  381. height,
  382. format.PixelFormat,
  383. format.PixelType,
  384. data);
  385. }
  386. break;
  387. }
  388. }
  389. private void ReadFrom(IntPtr data, int size)
  390. {
  391. TextureTarget target = Target.Convert();
  392. int baseLevel = 0;
  393. // glTexSubImage on cubemap views is broken on Intel, we have to use the storage instead.
  394. if (Target == Target.Cubemap && HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows)
  395. {
  396. GL.ActiveTexture(TextureUnit.Texture0);
  397. GL.BindTexture(target, Storage.Handle);
  398. baseLevel = FirstLevel;
  399. }
  400. else
  401. {
  402. Bind(target, 0);
  403. }
  404. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  405. int width = Info.Width;
  406. int height = Info.Height;
  407. int depth = Info.Depth;
  408. int levels = Info.GetLevelsClamped();
  409. int offset = 0;
  410. for (int level = 0; level < levels; level++)
  411. {
  412. int mipSize = Info.GetMipSize(level);
  413. int endOffset = offset + mipSize;
  414. if ((uint)endOffset > (uint)size)
  415. {
  416. return;
  417. }
  418. switch (Target)
  419. {
  420. case Target.Texture1D:
  421. if (format.IsCompressed)
  422. {
  423. GL.CompressedTexSubImage1D(
  424. target,
  425. level,
  426. 0,
  427. width,
  428. format.PixelFormat,
  429. mipSize,
  430. data);
  431. }
  432. else
  433. {
  434. GL.TexSubImage1D(
  435. target,
  436. level,
  437. 0,
  438. width,
  439. format.PixelFormat,
  440. format.PixelType,
  441. data);
  442. }
  443. break;
  444. case Target.Texture1DArray:
  445. case Target.Texture2D:
  446. if (format.IsCompressed)
  447. {
  448. GL.CompressedTexSubImage2D(
  449. target,
  450. level,
  451. 0,
  452. 0,
  453. width,
  454. height,
  455. format.PixelFormat,
  456. mipSize,
  457. data);
  458. }
  459. else
  460. {
  461. GL.TexSubImage2D(
  462. target,
  463. level,
  464. 0,
  465. 0,
  466. width,
  467. height,
  468. format.PixelFormat,
  469. format.PixelType,
  470. data);
  471. }
  472. break;
  473. case Target.Texture2DArray:
  474. case Target.Texture3D:
  475. case Target.CubemapArray:
  476. if (format.IsCompressed)
  477. {
  478. GL.CompressedTexSubImage3D(
  479. target,
  480. level,
  481. 0,
  482. 0,
  483. 0,
  484. width,
  485. height,
  486. depth,
  487. format.PixelFormat,
  488. mipSize,
  489. data);
  490. }
  491. else
  492. {
  493. GL.TexSubImage3D(
  494. target,
  495. level,
  496. 0,
  497. 0,
  498. 0,
  499. width,
  500. height,
  501. depth,
  502. format.PixelFormat,
  503. format.PixelType,
  504. data);
  505. }
  506. break;
  507. case Target.Cubemap:
  508. int faceOffset = 0;
  509. for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
  510. {
  511. if (format.IsCompressed)
  512. {
  513. GL.CompressedTexSubImage2D(
  514. TextureTarget.TextureCubeMapPositiveX + face,
  515. baseLevel + level,
  516. 0,
  517. 0,
  518. width,
  519. height,
  520. format.PixelFormat,
  521. mipSize / 6,
  522. data + faceOffset);
  523. }
  524. else
  525. {
  526. GL.TexSubImage2D(
  527. TextureTarget.TextureCubeMapPositiveX + face,
  528. baseLevel + level,
  529. 0,
  530. 0,
  531. width,
  532. height,
  533. format.PixelFormat,
  534. format.PixelType,
  535. data + faceOffset);
  536. }
  537. }
  538. break;
  539. }
  540. data += mipSize;
  541. offset += mipSize;
  542. width = Math.Max(1, width >> 1);
  543. height = Math.Max(1, height >> 1);
  544. if (Target == Target.Texture3D)
  545. {
  546. depth = Math.Max(1, depth >> 1);
  547. }
  548. }
  549. }
  550. public void SetStorage(BufferRange buffer)
  551. {
  552. throw new NotSupportedException();
  553. }
  554. private void DisposeHandles()
  555. {
  556. if (Handle != 0)
  557. {
  558. GL.DeleteTexture(Handle);
  559. Handle = 0;
  560. }
  561. }
  562. /// <summary>
  563. /// Release the view without necessarily disposing the parent if we are the default view.
  564. /// This allows it to be added to the resource pool and reused later.
  565. /// </summary>
  566. public void Release()
  567. {
  568. bool hadHandle = Handle != 0;
  569. if (_parent.DefaultView != this)
  570. {
  571. DisposeHandles();
  572. }
  573. if (hadHandle)
  574. {
  575. _parent.DecrementViewsCount();
  576. }
  577. }
  578. public void Dispose()
  579. {
  580. if (_parent.DefaultView == this)
  581. {
  582. // Remove the default view (us), so that the texture cannot be released to the cache.
  583. _parent.DeleteDefault();
  584. }
  585. Release();
  586. }
  587. }
  588. }