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 byte[] GetData()
  95. {
  96. int size = 0;
  97. for (int level = 0; level < Info.Levels; level++)
  98. {
  99. size += Info.GetMipSize(level);
  100. }
  101. byte[] data = new byte[size];
  102. unsafe
  103. {
  104. fixed (byte* ptr = data)
  105. {
  106. WriteTo((IntPtr)ptr);
  107. }
  108. }
  109. return data;
  110. }
  111. public void WriteToPbo(int offset, bool forceBgra)
  112. {
  113. WriteTo(IntPtr.Zero + offset, forceBgra);
  114. }
  115. public int WriteToPbo2D(int offset, int layer, int level)
  116. {
  117. return WriteTo2D(IntPtr.Zero + offset, layer, level);
  118. }
  119. private int WriteTo2D(IntPtr data, int layer, int level)
  120. {
  121. TextureTarget target = Target.Convert();
  122. Bind(target, 0);
  123. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  124. PixelFormat pixelFormat = format.PixelFormat;
  125. PixelType pixelType = format.PixelType;
  126. if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
  127. {
  128. target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
  129. }
  130. int mipSize = Info.GetMipSize2D(level);
  131. // The GL function returns all layers. Must return the offset of the layer we're interested in.
  132. int resultOffset = target switch
  133. {
  134. TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
  135. TextureTarget.Texture1DArray => layer * mipSize,
  136. TextureTarget.Texture2DArray => layer * mipSize,
  137. _ => 0
  138. };
  139. if (format.IsCompressed)
  140. {
  141. GL.GetCompressedTexImage(target, level, data);
  142. }
  143. else
  144. {
  145. GL.GetTexImage(target, level, pixelFormat, pixelType, data);
  146. }
  147. return resultOffset;
  148. }
  149. private void WriteTo(IntPtr data, bool forceBgra = false)
  150. {
  151. TextureTarget target = Target.Convert();
  152. Bind(target, 0);
  153. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  154. PixelFormat pixelFormat = format.PixelFormat;
  155. PixelType pixelType = format.PixelType;
  156. if (forceBgra)
  157. {
  158. pixelFormat = PixelFormat.Bgra;
  159. }
  160. int faces = 1;
  161. if (target == TextureTarget.TextureCubeMap)
  162. {
  163. target = TextureTarget.TextureCubeMapPositiveX;
  164. faces = 6;
  165. }
  166. for (int level = 0; level < Info.Levels; level++)
  167. {
  168. for (int face = 0; face < faces; face++)
  169. {
  170. int faceOffset = face * Info.GetMipSize2D(level);
  171. if (format.IsCompressed)
  172. {
  173. GL.GetCompressedTexImage(target + face, level, data + faceOffset);
  174. }
  175. else
  176. {
  177. GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
  178. }
  179. }
  180. data += Info.GetMipSize(level);
  181. }
  182. }
  183. public void SetData(ReadOnlySpan<byte> data)
  184. {
  185. unsafe
  186. {
  187. fixed (byte* ptr = data)
  188. {
  189. ReadFrom((IntPtr)ptr, data.Length);
  190. }
  191. }
  192. }
  193. public void SetData(ReadOnlySpan<byte> data, int layer, int level)
  194. {
  195. unsafe
  196. {
  197. fixed (byte* ptr = data)
  198. {
  199. int width = Math.Max(Info.Width >> level, 1);
  200. int height = Math.Max(Info.Height >> level, 1);
  201. ReadFrom2D((IntPtr)ptr, layer, level, width, height);
  202. }
  203. }
  204. }
  205. public void ReadFromPbo(int offset, int size)
  206. {
  207. ReadFrom(IntPtr.Zero + offset, size);
  208. }
  209. public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
  210. {
  211. ReadFrom2D(IntPtr.Zero + offset, layer, level, width, height);
  212. }
  213. private void ReadFrom2D(IntPtr data, int layer, int level, int width, int height)
  214. {
  215. TextureTarget target = Target.Convert();
  216. int mipSize = Info.GetMipSize2D(level);
  217. Bind(target, 0);
  218. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  219. switch (Target)
  220. {
  221. case Target.Texture1D:
  222. if (format.IsCompressed)
  223. {
  224. GL.CompressedTexSubImage1D(
  225. target,
  226. level,
  227. 0,
  228. width,
  229. format.PixelFormat,
  230. mipSize,
  231. data);
  232. }
  233. else
  234. {
  235. GL.TexSubImage1D(
  236. target,
  237. level,
  238. 0,
  239. width,
  240. format.PixelFormat,
  241. format.PixelType,
  242. data);
  243. }
  244. break;
  245. case Target.Texture1DArray:
  246. if (format.IsCompressed)
  247. {
  248. GL.CompressedTexSubImage2D(
  249. target,
  250. level,
  251. 0,
  252. layer,
  253. width,
  254. 1,
  255. format.PixelFormat,
  256. mipSize,
  257. data);
  258. }
  259. else
  260. {
  261. GL.TexSubImage2D(
  262. target,
  263. level,
  264. 0,
  265. layer,
  266. width,
  267. 1,
  268. format.PixelFormat,
  269. format.PixelType,
  270. data);
  271. }
  272. break;
  273. case Target.Texture2D:
  274. if (format.IsCompressed)
  275. {
  276. GL.CompressedTexSubImage2D(
  277. target,
  278. level,
  279. 0,
  280. 0,
  281. width,
  282. height,
  283. format.PixelFormat,
  284. mipSize,
  285. data);
  286. }
  287. else
  288. {
  289. GL.TexSubImage2D(
  290. target,
  291. level,
  292. 0,
  293. 0,
  294. width,
  295. height,
  296. format.PixelFormat,
  297. format.PixelType,
  298. data);
  299. }
  300. break;
  301. case Target.Texture2DArray:
  302. case Target.Texture3D:
  303. case Target.CubemapArray:
  304. if (format.IsCompressed)
  305. {
  306. GL.CompressedTexSubImage3D(
  307. target,
  308. level,
  309. 0,
  310. 0,
  311. layer,
  312. width,
  313. height,
  314. 1,
  315. format.PixelFormat,
  316. mipSize,
  317. data);
  318. }
  319. else
  320. {
  321. GL.TexSubImage3D(
  322. target,
  323. level,
  324. 0,
  325. 0,
  326. layer,
  327. width,
  328. height,
  329. 1,
  330. format.PixelFormat,
  331. format.PixelType,
  332. data);
  333. }
  334. break;
  335. case Target.Cubemap:
  336. if (format.IsCompressed)
  337. {
  338. GL.CompressedTexSubImage2D(
  339. TextureTarget.TextureCubeMapPositiveX + layer,
  340. level,
  341. 0,
  342. 0,
  343. width,
  344. height,
  345. format.PixelFormat,
  346. mipSize,
  347. data);
  348. }
  349. else
  350. {
  351. GL.TexSubImage2D(
  352. TextureTarget.TextureCubeMapPositiveX + layer,
  353. level,
  354. 0,
  355. 0,
  356. width,
  357. height,
  358. format.PixelFormat,
  359. format.PixelType,
  360. data);
  361. }
  362. break;
  363. }
  364. }
  365. private void ReadFrom(IntPtr data, int size)
  366. {
  367. TextureTarget target = Target.Convert();
  368. Bind(target, 0);
  369. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  370. int width = Info.Width;
  371. int height = Info.Height;
  372. int depth = Info.Depth;
  373. int offset = 0;
  374. for (int level = 0; level < Info.Levels; level++)
  375. {
  376. int mipSize = Info.GetMipSize(level);
  377. int endOffset = offset + mipSize;
  378. if ((uint)endOffset > (uint)size)
  379. {
  380. return;
  381. }
  382. switch (Info.Target)
  383. {
  384. case Target.Texture1D:
  385. if (format.IsCompressed)
  386. {
  387. GL.CompressedTexSubImage1D(
  388. target,
  389. level,
  390. 0,
  391. width,
  392. format.PixelFormat,
  393. mipSize,
  394. data);
  395. }
  396. else
  397. {
  398. GL.TexSubImage1D(
  399. target,
  400. level,
  401. 0,
  402. width,
  403. format.PixelFormat,
  404. format.PixelType,
  405. data);
  406. }
  407. break;
  408. case Target.Texture1DArray:
  409. case Target.Texture2D:
  410. if (format.IsCompressed)
  411. {
  412. GL.CompressedTexSubImage2D(
  413. target,
  414. level,
  415. 0,
  416. 0,
  417. width,
  418. height,
  419. format.PixelFormat,
  420. mipSize,
  421. data);
  422. }
  423. else
  424. {
  425. GL.TexSubImage2D(
  426. target,
  427. level,
  428. 0,
  429. 0,
  430. width,
  431. height,
  432. format.PixelFormat,
  433. format.PixelType,
  434. data);
  435. }
  436. break;
  437. case Target.Texture2DArray:
  438. case Target.Texture3D:
  439. case Target.CubemapArray:
  440. if (format.IsCompressed)
  441. {
  442. GL.CompressedTexSubImage3D(
  443. target,
  444. level,
  445. 0,
  446. 0,
  447. 0,
  448. width,
  449. height,
  450. depth,
  451. format.PixelFormat,
  452. mipSize,
  453. data);
  454. }
  455. else
  456. {
  457. GL.TexSubImage3D(
  458. target,
  459. level,
  460. 0,
  461. 0,
  462. 0,
  463. width,
  464. height,
  465. depth,
  466. format.PixelFormat,
  467. format.PixelType,
  468. data);
  469. }
  470. break;
  471. case Target.Cubemap:
  472. int faceOffset = 0;
  473. for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
  474. {
  475. if (format.IsCompressed)
  476. {
  477. GL.CompressedTexSubImage2D(
  478. TextureTarget.TextureCubeMapPositiveX + face,
  479. level,
  480. 0,
  481. 0,
  482. width,
  483. height,
  484. format.PixelFormat,
  485. mipSize / 6,
  486. data + faceOffset);
  487. }
  488. else
  489. {
  490. GL.TexSubImage2D(
  491. TextureTarget.TextureCubeMapPositiveX + face,
  492. level,
  493. 0,
  494. 0,
  495. width,
  496. height,
  497. format.PixelFormat,
  498. format.PixelType,
  499. data + faceOffset);
  500. }
  501. }
  502. break;
  503. }
  504. data += mipSize;
  505. offset += mipSize;
  506. width = Math.Max(1, width >> 1);
  507. height = Math.Max(1, height >> 1);
  508. if (Target == Target.Texture3D)
  509. {
  510. depth = Math.Max(1, depth >> 1);
  511. }
  512. }
  513. }
  514. public void SetStorage(BufferRange buffer)
  515. {
  516. throw new NotSupportedException();
  517. }
  518. private void DisposeHandles()
  519. {
  520. if (Handle != 0)
  521. {
  522. GL.DeleteTexture(Handle);
  523. Handle = 0;
  524. }
  525. }
  526. /// <summary>
  527. /// Release the view without necessarily disposing the parent if we are the default view.
  528. /// This allows it to be added to the resource pool and reused later.
  529. /// </summary>
  530. public void Release()
  531. {
  532. bool hadHandle = Handle != 0;
  533. if (_parent.DefaultView != this)
  534. {
  535. DisposeHandles();
  536. }
  537. if (hadHandle)
  538. {
  539. _parent.DecrementViewsCount();
  540. }
  541. }
  542. public void Dispose()
  543. {
  544. if (_parent.DefaultView == this)
  545. {
  546. // Remove the default view (us), so that the texture cannot be released to the cache.
  547. _parent.DeleteDefault();
  548. }
  549. Release();
  550. }
  551. }
  552. }