TextureView.cs 32 KB

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  1. using OpenTK.Graphics.OpenGL;
  2. using Ryujinx.Common;
  3. using Ryujinx.Common.Memory;
  4. using Ryujinx.Graphics.GAL;
  5. using System;
  6. using System.Diagnostics;
  7. namespace Ryujinx.Graphics.OpenGL.Image
  8. {
  9. class TextureView : TextureBase, ITexture, ITextureInfo
  10. {
  11. private readonly OpenGLRenderer _renderer;
  12. private readonly TextureStorage _parent;
  13. public ITextureInfo Storage => _parent;
  14. public int FirstLayer { get; private set; }
  15. public int FirstLevel { get; private set; }
  16. public TextureView(
  17. OpenGLRenderer renderer,
  18. TextureStorage parent,
  19. TextureCreateInfo info,
  20. int firstLayer,
  21. int firstLevel) : base(info)
  22. {
  23. _renderer = renderer;
  24. _parent = parent;
  25. FirstLayer = firstLayer;
  26. FirstLevel = firstLevel;
  27. CreateView();
  28. }
  29. private void CreateView()
  30. {
  31. TextureTarget target = Target.Convert();
  32. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  33. PixelInternalFormat pixelInternalFormat;
  34. if (format.IsCompressed)
  35. {
  36. pixelInternalFormat = (PixelInternalFormat)format.PixelFormat;
  37. }
  38. else
  39. {
  40. pixelInternalFormat = format.PixelInternalFormat;
  41. }
  42. int levels = Info.Levels;
  43. GL.TextureView(
  44. Handle,
  45. target,
  46. _parent.Handle,
  47. pixelInternalFormat,
  48. FirstLevel,
  49. levels,
  50. FirstLayer,
  51. Info.GetLayers());
  52. GL.ActiveTexture(TextureUnit.Texture0);
  53. GL.BindTexture(target, Handle);
  54. int[] swizzleRgba =
  55. [
  56. (int)Info.SwizzleR.Convert(),
  57. (int)Info.SwizzleG.Convert(),
  58. (int)Info.SwizzleB.Convert(),
  59. (int)Info.SwizzleA.Convert()
  60. ];
  61. if (Info.Format == Format.A1B5G5R5Unorm)
  62. {
  63. int temp = swizzleRgba[0];
  64. int temp2 = swizzleRgba[1];
  65. swizzleRgba[0] = swizzleRgba[3];
  66. swizzleRgba[1] = swizzleRgba[2];
  67. swizzleRgba[2] = temp2;
  68. swizzleRgba[3] = temp;
  69. }
  70. else if (Info.Format.IsBgr())
  71. {
  72. // Swap B <-> R for BGRA formats, as OpenGL has no support for them
  73. // and we need to manually swap the components on read/write on the GPU.
  74. (swizzleRgba[2], swizzleRgba[0]) = (swizzleRgba[0], swizzleRgba[2]);
  75. }
  76. GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba);
  77. int maxLevel = levels - 1;
  78. if (maxLevel < 0)
  79. {
  80. maxLevel = 0;
  81. }
  82. GL.TexParameter(target, TextureParameterName.TextureMaxLevel, maxLevel);
  83. GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)Info.DepthStencilMode.Convert());
  84. }
  85. public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
  86. {
  87. firstLayer += FirstLayer;
  88. firstLevel += FirstLevel;
  89. return _parent.CreateView(info, firstLayer, firstLevel);
  90. }
  91. public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
  92. {
  93. TextureView destinationView = (TextureView)destination;
  94. bool srcIsMultisample = Target.IsMultisample();
  95. bool dstIsMultisample = destinationView.Target.IsMultisample();
  96. if (dstIsMultisample != srcIsMultisample && Info.Format.IsDepthOrStencil())
  97. {
  98. int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
  99. CopyWithBlitForDepthMS(destinationView, 0, firstLayer, layers);
  100. }
  101. else if (!dstIsMultisample && srcIsMultisample)
  102. {
  103. int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
  104. _renderer.TextureCopyMS.CopyMSToNonMS(this, destinationView, 0, firstLayer, layers);
  105. }
  106. else if (dstIsMultisample && !srcIsMultisample)
  107. {
  108. int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
  109. _renderer.TextureCopyMS.CopyNonMSToMS(this, destinationView, 0, firstLayer, layers);
  110. }
  111. else if (destinationView.Info.BytesPerPixel != Info.BytesPerPixel)
  112. {
  113. int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
  114. int levels = Math.Min(Info.Levels, destinationView.Info.Levels - firstLevel);
  115. _renderer.TextureCopyIncompatible.CopyIncompatibleFormats(this, destinationView, 0, firstLayer, 0, firstLevel, layers, levels);
  116. }
  117. else if (destinationView.Format.IsDepthOrStencil() != Format.IsDepthOrStencil())
  118. {
  119. int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
  120. int levels = Math.Min(Info.Levels, destinationView.Info.Levels - firstLevel);
  121. for (int level = 0; level < levels; level++)
  122. {
  123. int srcWidth = Math.Max(1, Width >> level);
  124. int srcHeight = Math.Max(1, Height >> level);
  125. int dstWidth = Math.Max(1, destinationView.Width >> (firstLevel + level));
  126. int dstHeight = Math.Max(1, destinationView.Height >> (firstLevel + level));
  127. int minWidth = Math.Min(srcWidth, dstWidth);
  128. int minHeight = Math.Min(srcHeight, dstHeight);
  129. for (int layer = 0; layer < layers; layer++)
  130. {
  131. _renderer.TextureCopy.PboCopy(this, destinationView, 0, firstLayer + layer, 0, firstLevel + level, minWidth, minHeight);
  132. }
  133. }
  134. }
  135. else
  136. {
  137. _renderer.TextureCopy.CopyUnscaled(this, destinationView, 0, firstLayer, 0, firstLevel);
  138. }
  139. }
  140. public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
  141. {
  142. TextureView destinationView = (TextureView)destination;
  143. bool srcIsMultisample = Target.IsMultisample();
  144. bool dstIsMultisample = destinationView.Target.IsMultisample();
  145. if (dstIsMultisample != srcIsMultisample && Info.Format.IsDepthOrStencil())
  146. {
  147. CopyWithBlitForDepthMS(destinationView, srcLayer, dstLayer, 1);
  148. }
  149. else if (!dstIsMultisample && srcIsMultisample)
  150. {
  151. _renderer.TextureCopyMS.CopyMSToNonMS(this, destinationView, srcLayer, dstLayer, 1);
  152. }
  153. else if (dstIsMultisample && !srcIsMultisample)
  154. {
  155. _renderer.TextureCopyMS.CopyNonMSToMS(this, destinationView, srcLayer, dstLayer, 1);
  156. }
  157. else if (destinationView.Info.BytesPerPixel != Info.BytesPerPixel)
  158. {
  159. _renderer.TextureCopyIncompatible.CopyIncompatibleFormats(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
  160. }
  161. else if (destinationView.Format.IsDepthOrStencil() != Format.IsDepthOrStencil())
  162. {
  163. int minWidth = Math.Min(Width, destinationView.Width);
  164. int minHeight = Math.Min(Height, destinationView.Height);
  165. _renderer.TextureCopy.PboCopy(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, minWidth, minHeight);
  166. }
  167. else
  168. {
  169. _renderer.TextureCopy.CopyUnscaled(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
  170. }
  171. }
  172. private void CopyWithBlitForDepthMS(TextureView destinationView, int srcLayer, int dstLayer, int layers)
  173. {
  174. // This is currently used for multisample <-> non-multisample copies.
  175. // We can't do that with compute because it's not possible to write depth textures on compute.
  176. // It can be done with draws, but we don't have support for saving and restoring the OpenGL state
  177. // for a draw with different state right now.
  178. // This approach uses blit, which causes a resolution loss since some samples will be lost
  179. // in the process.
  180. Extents2D srcRegion = new(0, 0, Width, Height);
  181. Extents2D dstRegion = new(0, 0, destinationView.Width, destinationView.Height);
  182. if (destinationView.Target.IsMultisample())
  183. {
  184. TextureView intermmediate = _renderer.TextureCopy.IntermediatePool.GetOrCreateWithAtLeast(
  185. Info.Target,
  186. Info.BlockWidth,
  187. Info.BlockHeight,
  188. Info.BytesPerPixel,
  189. Format,
  190. destinationView.Width,
  191. destinationView.Height,
  192. Info.Depth,
  193. 1,
  194. 1);
  195. _renderer.TextureCopy.Copy(this, intermmediate, srcRegion, dstRegion, false);
  196. _renderer.TextureCopy.Copy(intermmediate, destinationView, dstRegion, dstRegion, false, srcLayer, dstLayer, 0, 0, layers, 1);
  197. }
  198. else
  199. {
  200. Target target = Target switch
  201. {
  202. Target.Texture2DMultisample => Target.Texture2D,
  203. Target.Texture2DMultisampleArray => Target.Texture2DArray,
  204. _ => Target,
  205. };
  206. TextureView intermmediate = _renderer.TextureCopy.IntermediatePool.GetOrCreateWithAtLeast(
  207. target,
  208. Info.BlockWidth,
  209. Info.BlockHeight,
  210. Info.BytesPerPixel,
  211. Format,
  212. Width,
  213. Height,
  214. Info.Depth,
  215. 1,
  216. 1);
  217. _renderer.TextureCopy.Copy(this, intermmediate, srcRegion, srcRegion, false);
  218. _renderer.TextureCopy.Copy(intermmediate, destinationView, srcRegion, dstRegion, false, srcLayer, dstLayer, 0, 0, layers, 1);
  219. }
  220. }
  221. public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
  222. {
  223. _renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
  224. }
  225. public unsafe PinnedSpan<byte> GetData()
  226. {
  227. int size = 0;
  228. int levels = Info.Levels;
  229. for (int level = 0; level < levels; level++)
  230. {
  231. size += Info.GetMipSize(level);
  232. }
  233. ReadOnlySpan<byte> data;
  234. if (HwCapabilities.UsePersistentBufferForFlush)
  235. {
  236. data = _renderer.PersistentBuffers.Default.GetTextureData(this, size);
  237. }
  238. else
  239. {
  240. nint target = _renderer.PersistentBuffers.Default.GetHostArray(size);
  241. WriteTo(target);
  242. data = new ReadOnlySpan<byte>(target.ToPointer(), size);
  243. }
  244. if (Format == Format.S8UintD24Unorm)
  245. {
  246. data = FormatConverter.ConvertD24S8ToS8D24(data);
  247. }
  248. return PinnedSpan<byte>.UnsafeFromSpan(data);
  249. }
  250. public unsafe PinnedSpan<byte> GetData(int layer, int level)
  251. {
  252. int size = Info.GetMipSize(level);
  253. if (HwCapabilities.UsePersistentBufferForFlush)
  254. {
  255. return PinnedSpan<byte>.UnsafeFromSpan(_renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level));
  256. }
  257. else
  258. {
  259. nint target = _renderer.PersistentBuffers.Default.GetHostArray(size);
  260. int offset = WriteTo2D(target, layer, level);
  261. return new PinnedSpan<byte>((byte*)target.ToPointer() + offset, size);
  262. }
  263. }
  264. public void CopyTo(BufferRange range, int layer, int level, int stride)
  265. {
  266. if (stride != 0 && stride != BitUtils.AlignUp(Info.Width * Info.BytesPerPixel, 4))
  267. {
  268. throw new NotSupportedException("Stride conversion for texture copy to buffer not supported.");
  269. }
  270. GL.BindBuffer(BufferTarget.PixelPackBuffer, range.Handle.ToInt32());
  271. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  272. if (format.PixelFormat == PixelFormat.DepthStencil)
  273. {
  274. throw new InvalidOperationException("DepthStencil copy to buffer is not supported for layer/level > 0.");
  275. }
  276. int offset = WriteToPbo2D(range.Offset, layer, level);
  277. Debug.Assert(offset == 0);
  278. GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
  279. }
  280. public void WriteToPbo(int offset, bool forceBgra)
  281. {
  282. WriteTo(nint.Zero + offset, forceBgra);
  283. }
  284. public int WriteToPbo2D(int offset, int layer, int level)
  285. {
  286. return WriteTo2D(nint.Zero + offset, layer, level);
  287. }
  288. private int WriteTo2D(nint data, int layer, int level)
  289. {
  290. TextureTarget target = Target.Convert();
  291. Bind(target, 0);
  292. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  293. PixelFormat pixelFormat = format.PixelFormat;
  294. PixelType pixelType = format.PixelType;
  295. if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
  296. {
  297. target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
  298. }
  299. int mipSize = Info.GetMipSize2D(level);
  300. if (format.IsCompressed)
  301. {
  302. GL.GetCompressedTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, mipSize, data);
  303. }
  304. else if (format.PixelFormat != PixelFormat.DepthStencil)
  305. {
  306. GL.GetTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, pixelFormat, pixelType, mipSize, data);
  307. }
  308. else
  309. {
  310. GL.GetTexImage(target, level, pixelFormat, pixelType, data);
  311. // The GL function returns all layers. Must return the offset of the layer we're interested in.
  312. return target switch
  313. {
  314. TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
  315. TextureTarget.Texture1DArray => layer * mipSize,
  316. TextureTarget.Texture2DArray => layer * mipSize,
  317. _ => 0,
  318. };
  319. }
  320. return 0;
  321. }
  322. private void WriteTo(nint data, bool forceBgra = false)
  323. {
  324. TextureTarget target = Target.Convert();
  325. Bind(target, 0);
  326. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  327. PixelFormat pixelFormat = format.PixelFormat;
  328. PixelType pixelType = format.PixelType;
  329. if (forceBgra)
  330. {
  331. if (pixelType == PixelType.UnsignedShort565)
  332. {
  333. pixelType = PixelType.UnsignedShort565Reversed;
  334. }
  335. else if (pixelType == PixelType.UnsignedShort565Reversed)
  336. {
  337. pixelType = PixelType.UnsignedShort565;
  338. }
  339. else
  340. {
  341. pixelFormat = PixelFormat.Bgra;
  342. }
  343. }
  344. int faces = 1;
  345. if (target == TextureTarget.TextureCubeMap)
  346. {
  347. target = TextureTarget.TextureCubeMapPositiveX;
  348. faces = 6;
  349. }
  350. int levels = Info.Levels;
  351. for (int level = 0; level < levels; level++)
  352. {
  353. for (int face = 0; face < faces; face++)
  354. {
  355. int faceOffset = face * Info.GetMipSize2D(level);
  356. if (format.IsCompressed)
  357. {
  358. GL.GetCompressedTexImage(target + face, level, data + faceOffset);
  359. }
  360. else
  361. {
  362. GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
  363. }
  364. }
  365. data += Info.GetMipSize(level);
  366. }
  367. }
  368. public void SetData(MemoryOwner<byte> data)
  369. {
  370. using (data = EnsureDataFormat(data))
  371. {
  372. unsafe
  373. {
  374. Span<byte> dataSpan = data.Span;
  375. fixed (byte* ptr = dataSpan)
  376. {
  377. ReadFrom((nint)ptr, dataSpan.Length);
  378. }
  379. }
  380. }
  381. }
  382. public void SetData(MemoryOwner<byte> data, int layer, int level)
  383. {
  384. using (data = EnsureDataFormat(data))
  385. {
  386. unsafe
  387. {
  388. fixed (byte* ptr = data.Span)
  389. {
  390. int width = Math.Max(Info.Width >> level, 1);
  391. int height = Math.Max(Info.Height >> level, 1);
  392. ReadFrom2D((nint)ptr, layer, level, 0, 0, width, height);
  393. }
  394. }
  395. }
  396. }
  397. public void SetData(MemoryOwner<byte> data, int layer, int level, Rectangle<int> region)
  398. {
  399. using (data = EnsureDataFormat(data))
  400. {
  401. int wInBlocks = BitUtils.DivRoundUp(region.Width, Info.BlockWidth);
  402. int hInBlocks = BitUtils.DivRoundUp(region.Height, Info.BlockHeight);
  403. unsafe
  404. {
  405. fixed (byte* ptr = data.Span)
  406. {
  407. ReadFrom2D(
  408. (nint)ptr,
  409. layer,
  410. level,
  411. region.X,
  412. region.Y,
  413. region.Width,
  414. region.Height,
  415. BitUtils.AlignUp(wInBlocks * Info.BytesPerPixel, 4) * hInBlocks);
  416. }
  417. }
  418. }
  419. }
  420. public void ReadFromPbo(int offset, int size)
  421. {
  422. ReadFrom(nint.Zero + offset, size);
  423. }
  424. public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
  425. {
  426. ReadFrom2D(nint.Zero + offset, layer, level, 0, 0, width, height);
  427. }
  428. private void ReadFrom2D(nint data, int layer, int level, int x, int y, int width, int height)
  429. {
  430. int mipSize = Info.GetMipSize2D(level);
  431. ReadFrom2D(data, layer, level, x, y, width, height, mipSize);
  432. }
  433. private MemoryOwner<byte> EnsureDataFormat(MemoryOwner<byte> data)
  434. {
  435. if (Format == Format.S8UintD24Unorm)
  436. {
  437. using (data)
  438. {
  439. return FormatConverter.ConvertS8D24ToD24S8(data.Span);
  440. }
  441. }
  442. return data;
  443. }
  444. private void ReadFrom2D(nint data, int layer, int level, int x, int y, int width, int height, int mipSize)
  445. {
  446. TextureTarget target = Target.Convert();
  447. Bind(target, 0);
  448. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  449. switch (Target)
  450. {
  451. case Target.Texture1D:
  452. if (format.IsCompressed)
  453. {
  454. GL.CompressedTexSubImage1D(
  455. target,
  456. level,
  457. x,
  458. width,
  459. format.PixelFormat,
  460. mipSize,
  461. data);
  462. }
  463. else
  464. {
  465. GL.TexSubImage1D(
  466. target,
  467. level,
  468. x,
  469. width,
  470. format.PixelFormat,
  471. format.PixelType,
  472. data);
  473. }
  474. break;
  475. case Target.Texture1DArray:
  476. if (format.IsCompressed)
  477. {
  478. GL.CompressedTexSubImage2D(
  479. target,
  480. level,
  481. x,
  482. layer,
  483. width,
  484. 1,
  485. format.PixelFormat,
  486. mipSize,
  487. data);
  488. }
  489. else
  490. {
  491. GL.TexSubImage2D(
  492. target,
  493. level,
  494. x,
  495. layer,
  496. width,
  497. 1,
  498. format.PixelFormat,
  499. format.PixelType,
  500. data);
  501. }
  502. break;
  503. case Target.Texture2D:
  504. if (format.IsCompressed)
  505. {
  506. GL.CompressedTexSubImage2D(
  507. target,
  508. level,
  509. x,
  510. y,
  511. width,
  512. height,
  513. format.PixelFormat,
  514. mipSize,
  515. data);
  516. }
  517. else
  518. {
  519. GL.TexSubImage2D(
  520. target,
  521. level,
  522. x,
  523. y,
  524. width,
  525. height,
  526. format.PixelFormat,
  527. format.PixelType,
  528. data);
  529. }
  530. break;
  531. case Target.Texture2DArray:
  532. case Target.Texture3D:
  533. case Target.CubemapArray:
  534. if (format.IsCompressed)
  535. {
  536. GL.CompressedTexSubImage3D(
  537. target,
  538. level,
  539. x,
  540. y,
  541. layer,
  542. width,
  543. height,
  544. 1,
  545. format.PixelFormat,
  546. mipSize,
  547. data);
  548. }
  549. else
  550. {
  551. GL.TexSubImage3D(
  552. target,
  553. level,
  554. x,
  555. y,
  556. layer,
  557. width,
  558. height,
  559. 1,
  560. format.PixelFormat,
  561. format.PixelType,
  562. data);
  563. }
  564. break;
  565. case Target.Cubemap:
  566. if (format.IsCompressed)
  567. {
  568. GL.CompressedTexSubImage2D(
  569. TextureTarget.TextureCubeMapPositiveX + layer,
  570. level,
  571. x,
  572. y,
  573. width,
  574. height,
  575. format.PixelFormat,
  576. mipSize,
  577. data);
  578. }
  579. else
  580. {
  581. GL.TexSubImage2D(
  582. TextureTarget.TextureCubeMapPositiveX + layer,
  583. level,
  584. x,
  585. y,
  586. width,
  587. height,
  588. format.PixelFormat,
  589. format.PixelType,
  590. data);
  591. }
  592. break;
  593. }
  594. }
  595. private void ReadFrom(nint data, int size)
  596. {
  597. TextureTarget target = Target.Convert();
  598. int baseLevel = 0;
  599. // glTexSubImage on cubemap views is broken on Intel, we have to use the storage instead.
  600. if (Target == Target.Cubemap && HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows)
  601. {
  602. GL.ActiveTexture(TextureUnit.Texture0);
  603. GL.BindTexture(target, Storage.Handle);
  604. baseLevel = FirstLevel;
  605. }
  606. else
  607. {
  608. Bind(target, 0);
  609. }
  610. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  611. int width = Info.Width;
  612. int height = Info.Height;
  613. int depth = Info.Depth;
  614. int levels = Info.Levels;
  615. int offset = 0;
  616. for (int level = 0; level < levels; level++)
  617. {
  618. int mipSize = Info.GetMipSize(level);
  619. int endOffset = offset + mipSize;
  620. if ((uint)endOffset > (uint)size)
  621. {
  622. return;
  623. }
  624. switch (Target)
  625. {
  626. case Target.Texture1D:
  627. if (format.IsCompressed)
  628. {
  629. GL.CompressedTexSubImage1D(
  630. target,
  631. level,
  632. 0,
  633. width,
  634. format.PixelFormat,
  635. mipSize,
  636. data);
  637. }
  638. else
  639. {
  640. GL.TexSubImage1D(
  641. target,
  642. level,
  643. 0,
  644. width,
  645. format.PixelFormat,
  646. format.PixelType,
  647. data);
  648. }
  649. break;
  650. case Target.Texture1DArray:
  651. case Target.Texture2D:
  652. if (format.IsCompressed)
  653. {
  654. GL.CompressedTexSubImage2D(
  655. target,
  656. level,
  657. 0,
  658. 0,
  659. width,
  660. height,
  661. format.PixelFormat,
  662. mipSize,
  663. data);
  664. }
  665. else
  666. {
  667. GL.TexSubImage2D(
  668. target,
  669. level,
  670. 0,
  671. 0,
  672. width,
  673. height,
  674. format.PixelFormat,
  675. format.PixelType,
  676. data);
  677. }
  678. break;
  679. case Target.Texture2DArray:
  680. case Target.Texture3D:
  681. case Target.CubemapArray:
  682. if (format.IsCompressed)
  683. {
  684. GL.CompressedTexSubImage3D(
  685. target,
  686. level,
  687. 0,
  688. 0,
  689. 0,
  690. width,
  691. height,
  692. depth,
  693. format.PixelFormat,
  694. mipSize,
  695. data);
  696. }
  697. else
  698. {
  699. GL.TexSubImage3D(
  700. target,
  701. level,
  702. 0,
  703. 0,
  704. 0,
  705. width,
  706. height,
  707. depth,
  708. format.PixelFormat,
  709. format.PixelType,
  710. data);
  711. }
  712. break;
  713. case Target.Cubemap:
  714. int faceOffset = 0;
  715. for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
  716. {
  717. if (format.IsCompressed)
  718. {
  719. GL.CompressedTexSubImage2D(
  720. TextureTarget.TextureCubeMapPositiveX + face,
  721. baseLevel + level,
  722. 0,
  723. 0,
  724. width,
  725. height,
  726. format.PixelFormat,
  727. mipSize / 6,
  728. data + faceOffset);
  729. }
  730. else
  731. {
  732. GL.TexSubImage2D(
  733. TextureTarget.TextureCubeMapPositiveX + face,
  734. baseLevel + level,
  735. 0,
  736. 0,
  737. width,
  738. height,
  739. format.PixelFormat,
  740. format.PixelType,
  741. data + faceOffset);
  742. }
  743. }
  744. break;
  745. }
  746. data += mipSize;
  747. offset += mipSize;
  748. width = Math.Max(1, width >> 1);
  749. height = Math.Max(1, height >> 1);
  750. if (Target == Target.Texture3D)
  751. {
  752. depth = Math.Max(1, depth >> 1);
  753. }
  754. }
  755. }
  756. public void SetStorage(BufferRange buffer)
  757. {
  758. throw new NotSupportedException();
  759. }
  760. private void DisposeHandles()
  761. {
  762. if (Handle != 0)
  763. {
  764. GL.DeleteTexture(Handle);
  765. Handle = 0;
  766. }
  767. }
  768. /// <summary>
  769. /// Release the view without necessarily disposing the parent if we are the default view.
  770. /// This allows it to be added to the resource pool and reused later.
  771. /// </summary>
  772. public void Release()
  773. {
  774. bool hadHandle = Handle != 0;
  775. if (_parent.DefaultView != this)
  776. {
  777. DisposeHandles();
  778. }
  779. if (hadHandle)
  780. {
  781. _parent.DecrementViewsCount();
  782. }
  783. }
  784. public void Dispose()
  785. {
  786. if (_parent.DefaultView == this)
  787. {
  788. // Remove the default view (us), so that the texture cannot be released to the cache.
  789. _parent.DeleteDefault();
  790. }
  791. Release();
  792. }
  793. }
  794. }