TextureView.cs 26 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 OpenGLRenderer _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. OpenGLRenderer 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. if (destinationView.Target.IsMultisample() || Target.IsMultisample())
  94. {
  95. Extents2D srcRegion = new Extents2D(0, 0, Width, Height);
  96. Extents2D dstRegion = new Extents2D(0, 0, destinationView.Width, destinationView.Height);
  97. TextureView intermmediate = _renderer.TextureCopy.IntermmediatePool.GetOrCreateWithAtLeast(
  98. GetIntermmediateTarget(Target),
  99. Info.BlockWidth,
  100. Info.BlockHeight,
  101. Info.BytesPerPixel,
  102. Format,
  103. Width,
  104. Height,
  105. Info.Depth,
  106. Info.Levels);
  107. GL.Disable(EnableCap.FramebufferSrgb);
  108. _renderer.TextureCopy.Copy(this, intermmediate, srcRegion, srcRegion, true);
  109. _renderer.TextureCopy.Copy(intermmediate, destinationView, srcRegion, dstRegion, true, 0, firstLayer, 0, firstLevel);
  110. GL.Enable(EnableCap.FramebufferSrgb);
  111. }
  112. else
  113. {
  114. _renderer.TextureCopy.CopyUnscaled(this, destinationView, 0, firstLayer, 0, firstLevel);
  115. }
  116. }
  117. public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
  118. {
  119. TextureView destinationView = (TextureView)destination;
  120. if (destinationView.Target.IsMultisample() || Target.IsMultisample())
  121. {
  122. Extents2D srcRegion = new Extents2D(0, 0, Width, Height);
  123. Extents2D dstRegion = new Extents2D(0, 0, destinationView.Width, destinationView.Height);
  124. TextureView intermmediate = _renderer.TextureCopy.IntermmediatePool.GetOrCreateWithAtLeast(
  125. GetIntermmediateTarget(Target),
  126. Info.BlockWidth,
  127. Info.BlockHeight,
  128. Info.BytesPerPixel,
  129. Format,
  130. Math.Max(1, Width >> srcLevel),
  131. Math.Max(1, Height >> srcLevel),
  132. 1,
  133. 1);
  134. GL.Disable(EnableCap.FramebufferSrgb);
  135. _renderer.TextureCopy.Copy(this, intermmediate, srcRegion, srcRegion, true, srcLayer, 0, srcLevel, 0, 1, 1);
  136. _renderer.TextureCopy.Copy(intermmediate, destinationView, srcRegion, dstRegion, true, 0, dstLayer, 0, dstLevel, 1, 1);
  137. GL.Enable(EnableCap.FramebufferSrgb);
  138. }
  139. else
  140. {
  141. _renderer.TextureCopy.CopyUnscaled(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
  142. }
  143. }
  144. private static Target GetIntermmediateTarget(Target srcTarget)
  145. {
  146. return srcTarget switch
  147. {
  148. Target.Texture2D => Target.Texture2DMultisample,
  149. Target.Texture2DArray => Target.Texture2DMultisampleArray,
  150. Target.Texture2DMultisampleArray => Target.Texture2DArray,
  151. _ => Target.Texture2D
  152. };
  153. }
  154. public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
  155. {
  156. _renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
  157. }
  158. public unsafe ReadOnlySpan<byte> GetData()
  159. {
  160. int size = 0;
  161. int levels = Info.GetLevelsClamped();
  162. for (int level = 0; level < levels; level++)
  163. {
  164. size += Info.GetMipSize(level);
  165. }
  166. ReadOnlySpan<byte> data;
  167. if (HwCapabilities.UsePersistentBufferForFlush)
  168. {
  169. data = _renderer.PersistentBuffers.Default.GetTextureData(this, size);
  170. }
  171. else
  172. {
  173. IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
  174. WriteTo(target);
  175. data = new ReadOnlySpan<byte>(target.ToPointer(), size);
  176. }
  177. if (Format == Format.S8UintD24Unorm)
  178. {
  179. data = FormatConverter.ConvertD24S8ToS8D24(data);
  180. }
  181. return data;
  182. }
  183. public unsafe ReadOnlySpan<byte> GetData(int layer, int level)
  184. {
  185. int size = Info.GetMipSize(level);
  186. if (HwCapabilities.UsePersistentBufferForFlush)
  187. {
  188. return _renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level);
  189. }
  190. else
  191. {
  192. IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
  193. int offset = WriteTo2D(target, layer, level);
  194. return new ReadOnlySpan<byte>(target.ToPointer(), size).Slice(offset);
  195. }
  196. }
  197. public void WriteToPbo(int offset, bool forceBgra)
  198. {
  199. WriteTo(IntPtr.Zero + offset, forceBgra);
  200. }
  201. public int WriteToPbo2D(int offset, int layer, int level)
  202. {
  203. return WriteTo2D(IntPtr.Zero + offset, layer, level);
  204. }
  205. private int WriteTo2D(IntPtr data, int layer, int level)
  206. {
  207. TextureTarget target = Target.Convert();
  208. Bind(target, 0);
  209. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  210. PixelFormat pixelFormat = format.PixelFormat;
  211. PixelType pixelType = format.PixelType;
  212. if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
  213. {
  214. target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
  215. }
  216. int mipSize = Info.GetMipSize2D(level);
  217. if (format.IsCompressed)
  218. {
  219. GL.GetCompressedTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, mipSize, data);
  220. }
  221. else if (format.PixelFormat != PixelFormat.DepthStencil)
  222. {
  223. GL.GetTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, pixelFormat, pixelType, mipSize, data);
  224. }
  225. else
  226. {
  227. GL.GetTexImage(target, level, pixelFormat, pixelType, data);
  228. // The GL function returns all layers. Must return the offset of the layer we're interested in.
  229. return target switch
  230. {
  231. TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
  232. TextureTarget.Texture1DArray => layer * mipSize,
  233. TextureTarget.Texture2DArray => layer * mipSize,
  234. _ => 0
  235. };
  236. }
  237. return 0;
  238. }
  239. private void WriteTo(IntPtr data, bool forceBgra = false)
  240. {
  241. TextureTarget target = Target.Convert();
  242. Bind(target, 0);
  243. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  244. PixelFormat pixelFormat = format.PixelFormat;
  245. PixelType pixelType = format.PixelType;
  246. if (forceBgra)
  247. {
  248. if (pixelType == PixelType.UnsignedShort565)
  249. {
  250. pixelType = PixelType.UnsignedShort565Reversed;
  251. }
  252. else if (pixelType == PixelType.UnsignedShort565Reversed)
  253. {
  254. pixelType = PixelType.UnsignedShort565;
  255. }
  256. else
  257. {
  258. pixelFormat = PixelFormat.Bgra;
  259. }
  260. }
  261. int faces = 1;
  262. if (target == TextureTarget.TextureCubeMap)
  263. {
  264. target = TextureTarget.TextureCubeMapPositiveX;
  265. faces = 6;
  266. }
  267. int levels = Info.GetLevelsClamped();
  268. for (int level = 0; level < levels; level++)
  269. {
  270. for (int face = 0; face < faces; face++)
  271. {
  272. int faceOffset = face * Info.GetMipSize2D(level);
  273. if (format.IsCompressed)
  274. {
  275. GL.GetCompressedTexImage(target + face, level, data + faceOffset);
  276. }
  277. else
  278. {
  279. GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
  280. }
  281. }
  282. data += Info.GetMipSize(level);
  283. }
  284. }
  285. public void SetData(ReadOnlySpan<byte> data)
  286. {
  287. if (Format == Format.S8UintD24Unorm)
  288. {
  289. data = FormatConverter.ConvertS8D24ToD24S8(data);
  290. }
  291. unsafe
  292. {
  293. fixed (byte* ptr = data)
  294. {
  295. ReadFrom((IntPtr)ptr, data.Length);
  296. }
  297. }
  298. }
  299. public void SetData(ReadOnlySpan<byte> data, int layer, int level)
  300. {
  301. if (Format == Format.S8UintD24Unorm)
  302. {
  303. data = FormatConverter.ConvertS8D24ToD24S8(data);
  304. }
  305. unsafe
  306. {
  307. fixed (byte* ptr = data)
  308. {
  309. int width = Math.Max(Info.Width >> level, 1);
  310. int height = Math.Max(Info.Height >> level, 1);
  311. ReadFrom2D((IntPtr)ptr, layer, level, width, height);
  312. }
  313. }
  314. }
  315. public void ReadFromPbo(int offset, int size)
  316. {
  317. ReadFrom(IntPtr.Zero + offset, size);
  318. }
  319. public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
  320. {
  321. ReadFrom2D(IntPtr.Zero + offset, layer, level, width, height);
  322. }
  323. private void ReadFrom2D(IntPtr data, int layer, int level, int width, int height)
  324. {
  325. TextureTarget target = Target.Convert();
  326. int mipSize = Info.GetMipSize2D(level);
  327. Bind(target, 0);
  328. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  329. switch (Target)
  330. {
  331. case Target.Texture1D:
  332. if (format.IsCompressed)
  333. {
  334. GL.CompressedTexSubImage1D(
  335. target,
  336. level,
  337. 0,
  338. width,
  339. format.PixelFormat,
  340. mipSize,
  341. data);
  342. }
  343. else
  344. {
  345. GL.TexSubImage1D(
  346. target,
  347. level,
  348. 0,
  349. width,
  350. format.PixelFormat,
  351. format.PixelType,
  352. data);
  353. }
  354. break;
  355. case Target.Texture1DArray:
  356. if (format.IsCompressed)
  357. {
  358. GL.CompressedTexSubImage2D(
  359. target,
  360. level,
  361. 0,
  362. layer,
  363. width,
  364. 1,
  365. format.PixelFormat,
  366. mipSize,
  367. data);
  368. }
  369. else
  370. {
  371. GL.TexSubImage2D(
  372. target,
  373. level,
  374. 0,
  375. layer,
  376. width,
  377. 1,
  378. format.PixelFormat,
  379. format.PixelType,
  380. data);
  381. }
  382. break;
  383. case Target.Texture2D:
  384. if (format.IsCompressed)
  385. {
  386. GL.CompressedTexSubImage2D(
  387. target,
  388. level,
  389. 0,
  390. 0,
  391. width,
  392. height,
  393. format.PixelFormat,
  394. mipSize,
  395. data);
  396. }
  397. else
  398. {
  399. GL.TexSubImage2D(
  400. target,
  401. level,
  402. 0,
  403. 0,
  404. width,
  405. height,
  406. format.PixelFormat,
  407. format.PixelType,
  408. data);
  409. }
  410. break;
  411. case Target.Texture2DArray:
  412. case Target.Texture3D:
  413. case Target.CubemapArray:
  414. if (format.IsCompressed)
  415. {
  416. GL.CompressedTexSubImage3D(
  417. target,
  418. level,
  419. 0,
  420. 0,
  421. layer,
  422. width,
  423. height,
  424. 1,
  425. format.PixelFormat,
  426. mipSize,
  427. data);
  428. }
  429. else
  430. {
  431. GL.TexSubImage3D(
  432. target,
  433. level,
  434. 0,
  435. 0,
  436. layer,
  437. width,
  438. height,
  439. 1,
  440. format.PixelFormat,
  441. format.PixelType,
  442. data);
  443. }
  444. break;
  445. case Target.Cubemap:
  446. if (format.IsCompressed)
  447. {
  448. GL.CompressedTexSubImage2D(
  449. TextureTarget.TextureCubeMapPositiveX + layer,
  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. TextureTarget.TextureCubeMapPositiveX + layer,
  463. level,
  464. 0,
  465. 0,
  466. width,
  467. height,
  468. format.PixelFormat,
  469. format.PixelType,
  470. data);
  471. }
  472. break;
  473. }
  474. }
  475. private void ReadFrom(IntPtr data, int size)
  476. {
  477. TextureTarget target = Target.Convert();
  478. int baseLevel = 0;
  479. // glTexSubImage on cubemap views is broken on Intel, we have to use the storage instead.
  480. if (Target == Target.Cubemap && HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows)
  481. {
  482. GL.ActiveTexture(TextureUnit.Texture0);
  483. GL.BindTexture(target, Storage.Handle);
  484. baseLevel = FirstLevel;
  485. }
  486. else
  487. {
  488. Bind(target, 0);
  489. }
  490. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  491. int width = Info.Width;
  492. int height = Info.Height;
  493. int depth = Info.Depth;
  494. int levels = Info.GetLevelsClamped();
  495. int offset = 0;
  496. for (int level = 0; level < levels; level++)
  497. {
  498. int mipSize = Info.GetMipSize(level);
  499. int endOffset = offset + mipSize;
  500. if ((uint)endOffset > (uint)size)
  501. {
  502. return;
  503. }
  504. switch (Target)
  505. {
  506. case Target.Texture1D:
  507. if (format.IsCompressed)
  508. {
  509. GL.CompressedTexSubImage1D(
  510. target,
  511. level,
  512. 0,
  513. width,
  514. format.PixelFormat,
  515. mipSize,
  516. data);
  517. }
  518. else
  519. {
  520. GL.TexSubImage1D(
  521. target,
  522. level,
  523. 0,
  524. width,
  525. format.PixelFormat,
  526. format.PixelType,
  527. data);
  528. }
  529. break;
  530. case Target.Texture1DArray:
  531. case Target.Texture2D:
  532. if (format.IsCompressed)
  533. {
  534. GL.CompressedTexSubImage2D(
  535. target,
  536. level,
  537. 0,
  538. 0,
  539. width,
  540. height,
  541. format.PixelFormat,
  542. mipSize,
  543. data);
  544. }
  545. else
  546. {
  547. GL.TexSubImage2D(
  548. target,
  549. level,
  550. 0,
  551. 0,
  552. width,
  553. height,
  554. format.PixelFormat,
  555. format.PixelType,
  556. data);
  557. }
  558. break;
  559. case Target.Texture2DArray:
  560. case Target.Texture3D:
  561. case Target.CubemapArray:
  562. if (format.IsCompressed)
  563. {
  564. GL.CompressedTexSubImage3D(
  565. target,
  566. level,
  567. 0,
  568. 0,
  569. 0,
  570. width,
  571. height,
  572. depth,
  573. format.PixelFormat,
  574. mipSize,
  575. data);
  576. }
  577. else
  578. {
  579. GL.TexSubImage3D(
  580. target,
  581. level,
  582. 0,
  583. 0,
  584. 0,
  585. width,
  586. height,
  587. depth,
  588. format.PixelFormat,
  589. format.PixelType,
  590. data);
  591. }
  592. break;
  593. case Target.Cubemap:
  594. int faceOffset = 0;
  595. for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
  596. {
  597. if (format.IsCompressed)
  598. {
  599. GL.CompressedTexSubImage2D(
  600. TextureTarget.TextureCubeMapPositiveX + face,
  601. baseLevel + level,
  602. 0,
  603. 0,
  604. width,
  605. height,
  606. format.PixelFormat,
  607. mipSize / 6,
  608. data + faceOffset);
  609. }
  610. else
  611. {
  612. GL.TexSubImage2D(
  613. TextureTarget.TextureCubeMapPositiveX + face,
  614. baseLevel + level,
  615. 0,
  616. 0,
  617. width,
  618. height,
  619. format.PixelFormat,
  620. format.PixelType,
  621. data + faceOffset);
  622. }
  623. }
  624. break;
  625. }
  626. data += mipSize;
  627. offset += mipSize;
  628. width = Math.Max(1, width >> 1);
  629. height = Math.Max(1, height >> 1);
  630. if (Target == Target.Texture3D)
  631. {
  632. depth = Math.Max(1, depth >> 1);
  633. }
  634. }
  635. }
  636. public void SetStorage(BufferRange buffer)
  637. {
  638. throw new NotSupportedException();
  639. }
  640. private void DisposeHandles()
  641. {
  642. if (Handle != 0)
  643. {
  644. GL.DeleteTexture(Handle);
  645. Handle = 0;
  646. }
  647. }
  648. /// <summary>
  649. /// Release the view without necessarily disposing the parent if we are the default view.
  650. /// This allows it to be added to the resource pool and reused later.
  651. /// </summary>
  652. public void Release()
  653. {
  654. bool hadHandle = Handle != 0;
  655. if (_parent.DefaultView != this)
  656. {
  657. DisposeHandles();
  658. }
  659. if (hadHandle)
  660. {
  661. _parent.DecrementViewsCount();
  662. }
  663. }
  664. public void Dispose()
  665. {
  666. if (_parent.DefaultView == this)
  667. {
  668. // Remove the default view (us), so that the texture cannot be released to the cache.
  669. _parent.DeleteDefault();
  670. }
  671. Release();
  672. }
  673. }
  674. }