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