TextureView.cs 21 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. 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.IsBgr())
  59. {
  60. // Swap B <-> R for BGRA formats, as OpenGL has no support for them
  61. // and we need to manually swap the components on read/write on the GPU.
  62. int temp = swizzleRgba[0];
  63. swizzleRgba[0] = swizzleRgba[2];
  64. swizzleRgba[2] = temp;
  65. }
  66. GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba);
  67. int maxLevel = levels - 1;
  68. if (maxLevel < 0)
  69. {
  70. maxLevel = 0;
  71. }
  72. GL.TexParameter(target, TextureParameterName.TextureMaxLevel, maxLevel);
  73. GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)Info.DepthStencilMode.Convert());
  74. }
  75. public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
  76. {
  77. firstLayer += FirstLayer;
  78. firstLevel += FirstLevel;
  79. return _parent.CreateView(info, firstLayer, firstLevel);
  80. }
  81. public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
  82. {
  83. TextureView destinationView = (TextureView)destination;
  84. _renderer.TextureCopy.CopyUnscaled(this, destinationView, 0, firstLayer, 0, firstLevel);
  85. }
  86. public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
  87. {
  88. TextureView destinationView = (TextureView)destination;
  89. _renderer.TextureCopy.CopyUnscaled(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
  90. }
  91. public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
  92. {
  93. _renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
  94. }
  95. public unsafe ReadOnlySpan<byte> GetData()
  96. {
  97. int size = 0;
  98. int levels = Info.GetLevelsClamped();
  99. for (int level = 0; level < levels; level++)
  100. {
  101. size += Info.GetMipSize(level);
  102. }
  103. if (HwCapabilities.UsePersistentBufferForFlush)
  104. {
  105. return _renderer.PersistentBuffers.Default.GetTextureData(this, size);
  106. }
  107. else
  108. {
  109. IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
  110. WriteTo(target);
  111. return new ReadOnlySpan<byte>(target.ToPointer(), size);
  112. }
  113. }
  114. public void WriteToPbo(int offset, bool forceBgra)
  115. {
  116. WriteTo(IntPtr.Zero + offset, forceBgra);
  117. }
  118. public int WriteToPbo2D(int offset, int layer, int level)
  119. {
  120. return WriteTo2D(IntPtr.Zero + offset, layer, level);
  121. }
  122. private int WriteTo2D(IntPtr data, int layer, int level)
  123. {
  124. TextureTarget target = Target.Convert();
  125. Bind(target, 0);
  126. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  127. PixelFormat pixelFormat = format.PixelFormat;
  128. PixelType pixelType = format.PixelType;
  129. if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
  130. {
  131. target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
  132. }
  133. int mipSize = Info.GetMipSize2D(level);
  134. // The GL function returns all layers. Must return the offset of the layer we're interested in.
  135. int resultOffset = target switch
  136. {
  137. TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
  138. TextureTarget.Texture1DArray => layer * mipSize,
  139. TextureTarget.Texture2DArray => layer * mipSize,
  140. _ => 0
  141. };
  142. if (format.IsCompressed)
  143. {
  144. GL.GetCompressedTexImage(target, level, data);
  145. }
  146. else
  147. {
  148. GL.GetTexImage(target, level, pixelFormat, pixelType, data);
  149. }
  150. return resultOffset;
  151. }
  152. private void WriteTo(IntPtr data, bool forceBgra = false)
  153. {
  154. TextureTarget target = Target.Convert();
  155. Bind(target, 0);
  156. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  157. PixelFormat pixelFormat = format.PixelFormat;
  158. PixelType pixelType = format.PixelType;
  159. if (forceBgra)
  160. {
  161. if (pixelType == PixelType.UnsignedShort565)
  162. {
  163. pixelType = PixelType.UnsignedShort565Reversed;
  164. }
  165. else if (pixelType == PixelType.UnsignedShort565Reversed)
  166. {
  167. pixelType = PixelType.UnsignedShort565;
  168. }
  169. else
  170. {
  171. pixelFormat = PixelFormat.Bgra;
  172. }
  173. }
  174. int faces = 1;
  175. if (target == TextureTarget.TextureCubeMap)
  176. {
  177. target = TextureTarget.TextureCubeMapPositiveX;
  178. faces = 6;
  179. }
  180. int levels = Info.GetLevelsClamped();
  181. for (int level = 0; level < levels; level++)
  182. {
  183. for (int face = 0; face < faces; face++)
  184. {
  185. int faceOffset = face * Info.GetMipSize2D(level);
  186. if (format.IsCompressed)
  187. {
  188. GL.GetCompressedTexImage(target + face, level, data + faceOffset);
  189. }
  190. else
  191. {
  192. GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
  193. }
  194. }
  195. data += Info.GetMipSize(level);
  196. }
  197. }
  198. public void SetData(ReadOnlySpan<byte> data)
  199. {
  200. unsafe
  201. {
  202. fixed (byte* ptr = data)
  203. {
  204. ReadFrom((IntPtr)ptr, data.Length);
  205. }
  206. }
  207. }
  208. public void SetData(ReadOnlySpan<byte> data, int layer, int level)
  209. {
  210. unsafe
  211. {
  212. fixed (byte* ptr = data)
  213. {
  214. int width = Math.Max(Info.Width >> level, 1);
  215. int height = Math.Max(Info.Height >> level, 1);
  216. ReadFrom2D((IntPtr)ptr, layer, level, width, height);
  217. }
  218. }
  219. }
  220. public void ReadFromPbo(int offset, int size)
  221. {
  222. ReadFrom(IntPtr.Zero + offset, size);
  223. }
  224. public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
  225. {
  226. ReadFrom2D(IntPtr.Zero + offset, layer, level, width, height);
  227. }
  228. private void ReadFrom2D(IntPtr data, int layer, int level, int width, int height)
  229. {
  230. TextureTarget target = Target.Convert();
  231. int mipSize = Info.GetMipSize2D(level);
  232. Bind(target, 0);
  233. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  234. switch (Target)
  235. {
  236. case Target.Texture1D:
  237. if (format.IsCompressed)
  238. {
  239. GL.CompressedTexSubImage1D(
  240. target,
  241. level,
  242. 0,
  243. width,
  244. format.PixelFormat,
  245. mipSize,
  246. data);
  247. }
  248. else
  249. {
  250. GL.TexSubImage1D(
  251. target,
  252. level,
  253. 0,
  254. width,
  255. format.PixelFormat,
  256. format.PixelType,
  257. data);
  258. }
  259. break;
  260. case Target.Texture1DArray:
  261. if (format.IsCompressed)
  262. {
  263. GL.CompressedTexSubImage2D(
  264. target,
  265. level,
  266. 0,
  267. layer,
  268. width,
  269. 1,
  270. format.PixelFormat,
  271. mipSize,
  272. data);
  273. }
  274. else
  275. {
  276. GL.TexSubImage2D(
  277. target,
  278. level,
  279. 0,
  280. layer,
  281. width,
  282. 1,
  283. format.PixelFormat,
  284. format.PixelType,
  285. data);
  286. }
  287. break;
  288. case Target.Texture2D:
  289. if (format.IsCompressed)
  290. {
  291. GL.CompressedTexSubImage2D(
  292. target,
  293. level,
  294. 0,
  295. 0,
  296. width,
  297. height,
  298. format.PixelFormat,
  299. mipSize,
  300. data);
  301. }
  302. else
  303. {
  304. GL.TexSubImage2D(
  305. target,
  306. level,
  307. 0,
  308. 0,
  309. width,
  310. height,
  311. format.PixelFormat,
  312. format.PixelType,
  313. data);
  314. }
  315. break;
  316. case Target.Texture2DArray:
  317. case Target.Texture3D:
  318. case Target.CubemapArray:
  319. if (format.IsCompressed)
  320. {
  321. GL.CompressedTexSubImage3D(
  322. target,
  323. level,
  324. 0,
  325. 0,
  326. layer,
  327. width,
  328. height,
  329. 1,
  330. format.PixelFormat,
  331. mipSize,
  332. data);
  333. }
  334. else
  335. {
  336. GL.TexSubImage3D(
  337. target,
  338. level,
  339. 0,
  340. 0,
  341. layer,
  342. width,
  343. height,
  344. 1,
  345. format.PixelFormat,
  346. format.PixelType,
  347. data);
  348. }
  349. break;
  350. case Target.Cubemap:
  351. if (format.IsCompressed)
  352. {
  353. GL.CompressedTexSubImage2D(
  354. TextureTarget.TextureCubeMapPositiveX + layer,
  355. level,
  356. 0,
  357. 0,
  358. width,
  359. height,
  360. format.PixelFormat,
  361. mipSize,
  362. data);
  363. }
  364. else
  365. {
  366. GL.TexSubImage2D(
  367. TextureTarget.TextureCubeMapPositiveX + layer,
  368. level,
  369. 0,
  370. 0,
  371. width,
  372. height,
  373. format.PixelFormat,
  374. format.PixelType,
  375. data);
  376. }
  377. break;
  378. }
  379. }
  380. private void ReadFrom(IntPtr data, int size)
  381. {
  382. TextureTarget target = Target.Convert();
  383. int baseLevel = 0;
  384. // glTexSubImage on cubemap views is broken on Intel, we have to use the storage instead.
  385. if (Target == Target.Cubemap && HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows)
  386. {
  387. GL.ActiveTexture(TextureUnit.Texture0);
  388. GL.BindTexture(target, Storage.Handle);
  389. baseLevel = FirstLevel;
  390. }
  391. else
  392. {
  393. Bind(target, 0);
  394. }
  395. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  396. int width = Info.Width;
  397. int height = Info.Height;
  398. int depth = Info.Depth;
  399. int levels = Info.GetLevelsClamped();
  400. int offset = 0;
  401. for (int level = 0; level < levels; level++)
  402. {
  403. int mipSize = Info.GetMipSize(level);
  404. int endOffset = offset + mipSize;
  405. if ((uint)endOffset > (uint)size)
  406. {
  407. return;
  408. }
  409. switch (Target)
  410. {
  411. case Target.Texture1D:
  412. if (format.IsCompressed)
  413. {
  414. GL.CompressedTexSubImage1D(
  415. target,
  416. level,
  417. 0,
  418. width,
  419. format.PixelFormat,
  420. mipSize,
  421. data);
  422. }
  423. else
  424. {
  425. GL.TexSubImage1D(
  426. target,
  427. level,
  428. 0,
  429. width,
  430. format.PixelFormat,
  431. format.PixelType,
  432. data);
  433. }
  434. break;
  435. case Target.Texture1DArray:
  436. case Target.Texture2D:
  437. if (format.IsCompressed)
  438. {
  439. GL.CompressedTexSubImage2D(
  440. target,
  441. level,
  442. 0,
  443. 0,
  444. width,
  445. height,
  446. format.PixelFormat,
  447. mipSize,
  448. data);
  449. }
  450. else
  451. {
  452. GL.TexSubImage2D(
  453. target,
  454. level,
  455. 0,
  456. 0,
  457. width,
  458. height,
  459. format.PixelFormat,
  460. format.PixelType,
  461. data);
  462. }
  463. break;
  464. case Target.Texture2DArray:
  465. case Target.Texture3D:
  466. case Target.CubemapArray:
  467. if (format.IsCompressed)
  468. {
  469. GL.CompressedTexSubImage3D(
  470. target,
  471. level,
  472. 0,
  473. 0,
  474. 0,
  475. width,
  476. height,
  477. depth,
  478. format.PixelFormat,
  479. mipSize,
  480. data);
  481. }
  482. else
  483. {
  484. GL.TexSubImage3D(
  485. target,
  486. level,
  487. 0,
  488. 0,
  489. 0,
  490. width,
  491. height,
  492. depth,
  493. format.PixelFormat,
  494. format.PixelType,
  495. data);
  496. }
  497. break;
  498. case Target.Cubemap:
  499. int faceOffset = 0;
  500. for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
  501. {
  502. if (format.IsCompressed)
  503. {
  504. GL.CompressedTexSubImage2D(
  505. TextureTarget.TextureCubeMapPositiveX + face,
  506. baseLevel + level,
  507. 0,
  508. 0,
  509. width,
  510. height,
  511. format.PixelFormat,
  512. mipSize / 6,
  513. data + faceOffset);
  514. }
  515. else
  516. {
  517. GL.TexSubImage2D(
  518. TextureTarget.TextureCubeMapPositiveX + face,
  519. baseLevel + level,
  520. 0,
  521. 0,
  522. width,
  523. height,
  524. format.PixelFormat,
  525. format.PixelType,
  526. data + faceOffset);
  527. }
  528. }
  529. break;
  530. }
  531. data += mipSize;
  532. offset += mipSize;
  533. width = Math.Max(1, width >> 1);
  534. height = Math.Max(1, height >> 1);
  535. if (Target == Target.Texture3D)
  536. {
  537. depth = Math.Max(1, depth >> 1);
  538. }
  539. }
  540. }
  541. public void SetStorage(BufferRange buffer)
  542. {
  543. throw new NotSupportedException();
  544. }
  545. private void DisposeHandles()
  546. {
  547. if (Handle != 0)
  548. {
  549. GL.DeleteTexture(Handle);
  550. Handle = 0;
  551. }
  552. }
  553. /// <summary>
  554. /// Release the view without necessarily disposing the parent if we are the default view.
  555. /// This allows it to be added to the resource pool and reused later.
  556. /// </summary>
  557. public void Release()
  558. {
  559. bool hadHandle = Handle != 0;
  560. if (_parent.DefaultView != this)
  561. {
  562. DisposeHandles();
  563. }
  564. if (hadHandle)
  565. {
  566. _parent.DecrementViewsCount();
  567. }
  568. }
  569. public void Dispose()
  570. {
  571. if (_parent.DefaultView == this)
  572. {
  573. // Remove the default view (us), so that the texture cannot be released to the cache.
  574. _parent.DeleteDefault();
  575. }
  576. Release();
  577. }
  578. }
  579. }