TextureView.cs 23 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 == 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. _renderer.TextureCopy.CopyUnscaled(this, destinationView, 0, firstLayer, 0, firstLevel);
  94. }
  95. public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
  96. {
  97. TextureView destinationView = (TextureView)destination;
  98. _renderer.TextureCopy.CopyUnscaled(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
  99. }
  100. public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
  101. {
  102. _renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
  103. }
  104. public unsafe ReadOnlySpan<byte> GetData()
  105. {
  106. int size = 0;
  107. int levels = Info.GetLevelsClamped();
  108. for (int level = 0; level < levels; level++)
  109. {
  110. size += Info.GetMipSize(level);
  111. }
  112. if (HwCapabilities.UsePersistentBufferForFlush)
  113. {
  114. return _renderer.PersistentBuffers.Default.GetTextureData(this, size);
  115. }
  116. else
  117. {
  118. IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
  119. WriteTo(target);
  120. return new ReadOnlySpan<byte>(target.ToPointer(), size);
  121. }
  122. }
  123. public unsafe ReadOnlySpan<byte> GetData(int layer, int level)
  124. {
  125. int size = Info.GetMipSize(level);
  126. if (HwCapabilities.UsePersistentBufferForFlush)
  127. {
  128. return _renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level);
  129. }
  130. else
  131. {
  132. IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
  133. int offset = WriteTo2D(target, layer, level);
  134. return new ReadOnlySpan<byte>(target.ToPointer(), size).Slice(offset);
  135. }
  136. }
  137. public void WriteToPbo(int offset, bool forceBgra)
  138. {
  139. WriteTo(IntPtr.Zero + offset, forceBgra);
  140. }
  141. public int WriteToPbo2D(int offset, int layer, int level)
  142. {
  143. return WriteTo2D(IntPtr.Zero + offset, layer, level);
  144. }
  145. private int WriteTo2D(IntPtr data, int layer, int level)
  146. {
  147. TextureTarget target = Target.Convert();
  148. Bind(target, 0);
  149. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  150. PixelFormat pixelFormat = format.PixelFormat;
  151. PixelType pixelType = format.PixelType;
  152. if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
  153. {
  154. target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
  155. }
  156. int mipSize = Info.GetMipSize2D(level);
  157. if (format.IsCompressed)
  158. {
  159. GL.GetCompressedTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, mipSize, data);
  160. }
  161. else if (format.PixelFormat != PixelFormat.DepthStencil)
  162. {
  163. GL.GetTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, pixelFormat, pixelType, mipSize, data);
  164. }
  165. else
  166. {
  167. GL.GetTexImage(target, level, pixelFormat, pixelType, data);
  168. // The GL function returns all layers. Must return the offset of the layer we're interested in.
  169. return target switch
  170. {
  171. TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
  172. TextureTarget.Texture1DArray => layer * mipSize,
  173. TextureTarget.Texture2DArray => layer * mipSize,
  174. _ => 0
  175. };
  176. }
  177. return 0;
  178. }
  179. private void WriteTo(IntPtr data, bool forceBgra = false)
  180. {
  181. TextureTarget target = Target.Convert();
  182. Bind(target, 0);
  183. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  184. PixelFormat pixelFormat = format.PixelFormat;
  185. PixelType pixelType = format.PixelType;
  186. if (forceBgra)
  187. {
  188. if (pixelType == PixelType.UnsignedShort565)
  189. {
  190. pixelType = PixelType.UnsignedShort565Reversed;
  191. }
  192. else if (pixelType == PixelType.UnsignedShort565Reversed)
  193. {
  194. pixelType = PixelType.UnsignedShort565;
  195. }
  196. else
  197. {
  198. pixelFormat = PixelFormat.Bgra;
  199. }
  200. }
  201. int faces = 1;
  202. if (target == TextureTarget.TextureCubeMap)
  203. {
  204. target = TextureTarget.TextureCubeMapPositiveX;
  205. faces = 6;
  206. }
  207. int levels = Info.GetLevelsClamped();
  208. for (int level = 0; level < levels; level++)
  209. {
  210. for (int face = 0; face < faces; face++)
  211. {
  212. int faceOffset = face * Info.GetMipSize2D(level);
  213. if (format.IsCompressed)
  214. {
  215. GL.GetCompressedTexImage(target + face, level, data + faceOffset);
  216. }
  217. else
  218. {
  219. GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
  220. }
  221. }
  222. data += Info.GetMipSize(level);
  223. }
  224. }
  225. public void SetData(ReadOnlySpan<byte> data)
  226. {
  227. unsafe
  228. {
  229. fixed (byte* ptr = data)
  230. {
  231. ReadFrom((IntPtr)ptr, data.Length);
  232. }
  233. }
  234. }
  235. public void SetData(ReadOnlySpan<byte> data, int layer, int level)
  236. {
  237. unsafe
  238. {
  239. fixed (byte* ptr = data)
  240. {
  241. int width = Math.Max(Info.Width >> level, 1);
  242. int height = Math.Max(Info.Height >> level, 1);
  243. ReadFrom2D((IntPtr)ptr, layer, level, width, height);
  244. }
  245. }
  246. }
  247. public void ReadFromPbo(int offset, int size)
  248. {
  249. ReadFrom(IntPtr.Zero + offset, size);
  250. }
  251. public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
  252. {
  253. ReadFrom2D(IntPtr.Zero + offset, layer, level, width, height);
  254. }
  255. private void ReadFrom2D(IntPtr data, int layer, int level, int width, int height)
  256. {
  257. TextureTarget target = Target.Convert();
  258. int mipSize = Info.GetMipSize2D(level);
  259. Bind(target, 0);
  260. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  261. switch (Target)
  262. {
  263. case Target.Texture1D:
  264. if (format.IsCompressed)
  265. {
  266. GL.CompressedTexSubImage1D(
  267. target,
  268. level,
  269. 0,
  270. width,
  271. format.PixelFormat,
  272. mipSize,
  273. data);
  274. }
  275. else
  276. {
  277. GL.TexSubImage1D(
  278. target,
  279. level,
  280. 0,
  281. width,
  282. format.PixelFormat,
  283. format.PixelType,
  284. data);
  285. }
  286. break;
  287. case Target.Texture1DArray:
  288. if (format.IsCompressed)
  289. {
  290. GL.CompressedTexSubImage2D(
  291. target,
  292. level,
  293. 0,
  294. layer,
  295. width,
  296. 1,
  297. format.PixelFormat,
  298. mipSize,
  299. data);
  300. }
  301. else
  302. {
  303. GL.TexSubImage2D(
  304. target,
  305. level,
  306. 0,
  307. layer,
  308. width,
  309. 1,
  310. format.PixelFormat,
  311. format.PixelType,
  312. data);
  313. }
  314. break;
  315. case Target.Texture2D:
  316. if (format.IsCompressed)
  317. {
  318. GL.CompressedTexSubImage2D(
  319. target,
  320. level,
  321. 0,
  322. 0,
  323. width,
  324. height,
  325. format.PixelFormat,
  326. mipSize,
  327. data);
  328. }
  329. else
  330. {
  331. GL.TexSubImage2D(
  332. target,
  333. level,
  334. 0,
  335. 0,
  336. width,
  337. height,
  338. format.PixelFormat,
  339. format.PixelType,
  340. data);
  341. }
  342. break;
  343. case Target.Texture2DArray:
  344. case Target.Texture3D:
  345. case Target.CubemapArray:
  346. if (format.IsCompressed)
  347. {
  348. GL.CompressedTexSubImage3D(
  349. target,
  350. level,
  351. 0,
  352. 0,
  353. layer,
  354. width,
  355. height,
  356. 1,
  357. format.PixelFormat,
  358. mipSize,
  359. data);
  360. }
  361. else
  362. {
  363. GL.TexSubImage3D(
  364. target,
  365. level,
  366. 0,
  367. 0,
  368. layer,
  369. width,
  370. height,
  371. 1,
  372. format.PixelFormat,
  373. format.PixelType,
  374. data);
  375. }
  376. break;
  377. case Target.Cubemap:
  378. if (format.IsCompressed)
  379. {
  380. GL.CompressedTexSubImage2D(
  381. TextureTarget.TextureCubeMapPositiveX + layer,
  382. level,
  383. 0,
  384. 0,
  385. width,
  386. height,
  387. format.PixelFormat,
  388. mipSize,
  389. data);
  390. }
  391. else
  392. {
  393. GL.TexSubImage2D(
  394. TextureTarget.TextureCubeMapPositiveX + layer,
  395. level,
  396. 0,
  397. 0,
  398. width,
  399. height,
  400. format.PixelFormat,
  401. format.PixelType,
  402. data);
  403. }
  404. break;
  405. }
  406. }
  407. private void ReadFrom(IntPtr data, int size)
  408. {
  409. TextureTarget target = Target.Convert();
  410. int baseLevel = 0;
  411. // glTexSubImage on cubemap views is broken on Intel, we have to use the storage instead.
  412. if (Target == Target.Cubemap && HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows)
  413. {
  414. GL.ActiveTexture(TextureUnit.Texture0);
  415. GL.BindTexture(target, Storage.Handle);
  416. baseLevel = FirstLevel;
  417. }
  418. else
  419. {
  420. Bind(target, 0);
  421. }
  422. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  423. int width = Info.Width;
  424. int height = Info.Height;
  425. int depth = Info.Depth;
  426. int levels = Info.GetLevelsClamped();
  427. int offset = 0;
  428. for (int level = 0; level < levels; level++)
  429. {
  430. int mipSize = Info.GetMipSize(level);
  431. int endOffset = offset + mipSize;
  432. if ((uint)endOffset > (uint)size)
  433. {
  434. return;
  435. }
  436. switch (Target)
  437. {
  438. case Target.Texture1D:
  439. if (format.IsCompressed)
  440. {
  441. GL.CompressedTexSubImage1D(
  442. target,
  443. level,
  444. 0,
  445. width,
  446. format.PixelFormat,
  447. mipSize,
  448. data);
  449. }
  450. else
  451. {
  452. GL.TexSubImage1D(
  453. target,
  454. level,
  455. 0,
  456. width,
  457. format.PixelFormat,
  458. format.PixelType,
  459. data);
  460. }
  461. break;
  462. case Target.Texture1DArray:
  463. case Target.Texture2D:
  464. if (format.IsCompressed)
  465. {
  466. GL.CompressedTexSubImage2D(
  467. target,
  468. level,
  469. 0,
  470. 0,
  471. width,
  472. height,
  473. format.PixelFormat,
  474. mipSize,
  475. data);
  476. }
  477. else
  478. {
  479. GL.TexSubImage2D(
  480. target,
  481. level,
  482. 0,
  483. 0,
  484. width,
  485. height,
  486. format.PixelFormat,
  487. format.PixelType,
  488. data);
  489. }
  490. break;
  491. case Target.Texture2DArray:
  492. case Target.Texture3D:
  493. case Target.CubemapArray:
  494. if (format.IsCompressed)
  495. {
  496. GL.CompressedTexSubImage3D(
  497. target,
  498. level,
  499. 0,
  500. 0,
  501. 0,
  502. width,
  503. height,
  504. depth,
  505. format.PixelFormat,
  506. mipSize,
  507. data);
  508. }
  509. else
  510. {
  511. GL.TexSubImage3D(
  512. target,
  513. level,
  514. 0,
  515. 0,
  516. 0,
  517. width,
  518. height,
  519. depth,
  520. format.PixelFormat,
  521. format.PixelType,
  522. data);
  523. }
  524. break;
  525. case Target.Cubemap:
  526. int faceOffset = 0;
  527. for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
  528. {
  529. if (format.IsCompressed)
  530. {
  531. GL.CompressedTexSubImage2D(
  532. TextureTarget.TextureCubeMapPositiveX + face,
  533. baseLevel + level,
  534. 0,
  535. 0,
  536. width,
  537. height,
  538. format.PixelFormat,
  539. mipSize / 6,
  540. data + faceOffset);
  541. }
  542. else
  543. {
  544. GL.TexSubImage2D(
  545. TextureTarget.TextureCubeMapPositiveX + face,
  546. baseLevel + level,
  547. 0,
  548. 0,
  549. width,
  550. height,
  551. format.PixelFormat,
  552. format.PixelType,
  553. data + faceOffset);
  554. }
  555. }
  556. break;
  557. }
  558. data += mipSize;
  559. offset += mipSize;
  560. width = Math.Max(1, width >> 1);
  561. height = Math.Max(1, height >> 1);
  562. if (Target == Target.Texture3D)
  563. {
  564. depth = Math.Max(1, depth >> 1);
  565. }
  566. }
  567. }
  568. public void SetStorage(BufferRange buffer)
  569. {
  570. throw new NotSupportedException();
  571. }
  572. private void DisposeHandles()
  573. {
  574. if (Handle != 0)
  575. {
  576. GL.DeleteTexture(Handle);
  577. Handle = 0;
  578. }
  579. }
  580. /// <summary>
  581. /// Release the view without necessarily disposing the parent if we are the default view.
  582. /// This allows it to be added to the resource pool and reused later.
  583. /// </summary>
  584. public void Release()
  585. {
  586. bool hadHandle = Handle != 0;
  587. if (_parent.DefaultView != this)
  588. {
  589. DisposeHandles();
  590. }
  591. if (hadHandle)
  592. {
  593. _parent.DecrementViewsCount();
  594. }
  595. }
  596. public void Dispose()
  597. {
  598. if (_parent.DefaultView == this)
  599. {
  600. // Remove the default view (us), so that the texture cannot be released to the cache.
  601. _parent.DeleteDefault();
  602. }
  603. Release();
  604. }
  605. }
  606. }