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. ReadOnlySpan<byte> data;
  113. if (HwCapabilities.UsePersistentBufferForFlush)
  114. {
  115. data = _renderer.PersistentBuffers.Default.GetTextureData(this, size);
  116. }
  117. else
  118. {
  119. IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
  120. WriteTo(target);
  121. data = new ReadOnlySpan<byte>(target.ToPointer(), size);
  122. }
  123. if (Format == Format.S8UintD24Unorm)
  124. {
  125. data = FormatConverter.ConvertD24S8ToS8D24(data);
  126. }
  127. return data;
  128. }
  129. public unsafe ReadOnlySpan<byte> GetData(int layer, int level)
  130. {
  131. int size = Info.GetMipSize(level);
  132. if (HwCapabilities.UsePersistentBufferForFlush)
  133. {
  134. return _renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level);
  135. }
  136. else
  137. {
  138. IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
  139. int offset = WriteTo2D(target, layer, level);
  140. return new ReadOnlySpan<byte>(target.ToPointer(), size).Slice(offset);
  141. }
  142. }
  143. public void WriteToPbo(int offset, bool forceBgra)
  144. {
  145. WriteTo(IntPtr.Zero + offset, forceBgra);
  146. }
  147. public int WriteToPbo2D(int offset, int layer, int level)
  148. {
  149. return WriteTo2D(IntPtr.Zero + offset, layer, level);
  150. }
  151. private int WriteTo2D(IntPtr data, int layer, int level)
  152. {
  153. TextureTarget target = Target.Convert();
  154. Bind(target, 0);
  155. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  156. PixelFormat pixelFormat = format.PixelFormat;
  157. PixelType pixelType = format.PixelType;
  158. if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
  159. {
  160. target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
  161. }
  162. int mipSize = Info.GetMipSize2D(level);
  163. if (format.IsCompressed)
  164. {
  165. GL.GetCompressedTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, mipSize, data);
  166. }
  167. else if (format.PixelFormat != PixelFormat.DepthStencil)
  168. {
  169. GL.GetTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, pixelFormat, pixelType, mipSize, data);
  170. }
  171. else
  172. {
  173. GL.GetTexImage(target, level, pixelFormat, pixelType, data);
  174. // The GL function returns all layers. Must return the offset of the layer we're interested in.
  175. return target switch
  176. {
  177. TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
  178. TextureTarget.Texture1DArray => layer * mipSize,
  179. TextureTarget.Texture2DArray => layer * mipSize,
  180. _ => 0
  181. };
  182. }
  183. return 0;
  184. }
  185. private void WriteTo(IntPtr data, bool forceBgra = false)
  186. {
  187. TextureTarget target = Target.Convert();
  188. Bind(target, 0);
  189. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  190. PixelFormat pixelFormat = format.PixelFormat;
  191. PixelType pixelType = format.PixelType;
  192. if (forceBgra)
  193. {
  194. if (pixelType == PixelType.UnsignedShort565)
  195. {
  196. pixelType = PixelType.UnsignedShort565Reversed;
  197. }
  198. else if (pixelType == PixelType.UnsignedShort565Reversed)
  199. {
  200. pixelType = PixelType.UnsignedShort565;
  201. }
  202. else
  203. {
  204. pixelFormat = PixelFormat.Bgra;
  205. }
  206. }
  207. int faces = 1;
  208. if (target == TextureTarget.TextureCubeMap)
  209. {
  210. target = TextureTarget.TextureCubeMapPositiveX;
  211. faces = 6;
  212. }
  213. int levels = Info.GetLevelsClamped();
  214. for (int level = 0; level < levels; level++)
  215. {
  216. for (int face = 0; face < faces; face++)
  217. {
  218. int faceOffset = face * Info.GetMipSize2D(level);
  219. if (format.IsCompressed)
  220. {
  221. GL.GetCompressedTexImage(target + face, level, data + faceOffset);
  222. }
  223. else
  224. {
  225. GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
  226. }
  227. }
  228. data += Info.GetMipSize(level);
  229. }
  230. }
  231. public void SetData(ReadOnlySpan<byte> data)
  232. {
  233. if (Format == Format.S8UintD24Unorm)
  234. {
  235. data = FormatConverter.ConvertS8D24ToD24S8(data);
  236. }
  237. unsafe
  238. {
  239. fixed (byte* ptr = data)
  240. {
  241. ReadFrom((IntPtr)ptr, data.Length);
  242. }
  243. }
  244. }
  245. public void SetData(ReadOnlySpan<byte> data, int layer, int level)
  246. {
  247. if (Format == Format.S8UintD24Unorm)
  248. {
  249. data = FormatConverter.ConvertS8D24ToD24S8(data);
  250. }
  251. unsafe
  252. {
  253. fixed (byte* ptr = data)
  254. {
  255. int width = Math.Max(Info.Width >> level, 1);
  256. int height = Math.Max(Info.Height >> level, 1);
  257. ReadFrom2D((IntPtr)ptr, layer, level, width, height);
  258. }
  259. }
  260. }
  261. public void ReadFromPbo(int offset, int size)
  262. {
  263. ReadFrom(IntPtr.Zero + offset, size);
  264. }
  265. public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
  266. {
  267. ReadFrom2D(IntPtr.Zero + offset, layer, level, width, height);
  268. }
  269. private void ReadFrom2D(IntPtr data, int layer, int level, int width, int height)
  270. {
  271. TextureTarget target = Target.Convert();
  272. int mipSize = Info.GetMipSize2D(level);
  273. Bind(target, 0);
  274. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  275. switch (Target)
  276. {
  277. case Target.Texture1D:
  278. if (format.IsCompressed)
  279. {
  280. GL.CompressedTexSubImage1D(
  281. target,
  282. level,
  283. 0,
  284. width,
  285. format.PixelFormat,
  286. mipSize,
  287. data);
  288. }
  289. else
  290. {
  291. GL.TexSubImage1D(
  292. target,
  293. level,
  294. 0,
  295. width,
  296. format.PixelFormat,
  297. format.PixelType,
  298. data);
  299. }
  300. break;
  301. case Target.Texture1DArray:
  302. if (format.IsCompressed)
  303. {
  304. GL.CompressedTexSubImage2D(
  305. target,
  306. level,
  307. 0,
  308. layer,
  309. width,
  310. 1,
  311. format.PixelFormat,
  312. mipSize,
  313. data);
  314. }
  315. else
  316. {
  317. GL.TexSubImage2D(
  318. target,
  319. level,
  320. 0,
  321. layer,
  322. width,
  323. 1,
  324. format.PixelFormat,
  325. format.PixelType,
  326. data);
  327. }
  328. break;
  329. case Target.Texture2D:
  330. if (format.IsCompressed)
  331. {
  332. GL.CompressedTexSubImage2D(
  333. target,
  334. level,
  335. 0,
  336. 0,
  337. width,
  338. height,
  339. format.PixelFormat,
  340. mipSize,
  341. data);
  342. }
  343. else
  344. {
  345. GL.TexSubImage2D(
  346. target,
  347. level,
  348. 0,
  349. 0,
  350. width,
  351. height,
  352. format.PixelFormat,
  353. format.PixelType,
  354. data);
  355. }
  356. break;
  357. case Target.Texture2DArray:
  358. case Target.Texture3D:
  359. case Target.CubemapArray:
  360. if (format.IsCompressed)
  361. {
  362. GL.CompressedTexSubImage3D(
  363. target,
  364. level,
  365. 0,
  366. 0,
  367. layer,
  368. width,
  369. height,
  370. 1,
  371. format.PixelFormat,
  372. mipSize,
  373. data);
  374. }
  375. else
  376. {
  377. GL.TexSubImage3D(
  378. target,
  379. level,
  380. 0,
  381. 0,
  382. layer,
  383. width,
  384. height,
  385. 1,
  386. format.PixelFormat,
  387. format.PixelType,
  388. data);
  389. }
  390. break;
  391. case Target.Cubemap:
  392. if (format.IsCompressed)
  393. {
  394. GL.CompressedTexSubImage2D(
  395. TextureTarget.TextureCubeMapPositiveX + layer,
  396. level,
  397. 0,
  398. 0,
  399. width,
  400. height,
  401. format.PixelFormat,
  402. mipSize,
  403. data);
  404. }
  405. else
  406. {
  407. GL.TexSubImage2D(
  408. TextureTarget.TextureCubeMapPositiveX + layer,
  409. level,
  410. 0,
  411. 0,
  412. width,
  413. height,
  414. format.PixelFormat,
  415. format.PixelType,
  416. data);
  417. }
  418. break;
  419. }
  420. }
  421. private void ReadFrom(IntPtr data, int size)
  422. {
  423. TextureTarget target = Target.Convert();
  424. int baseLevel = 0;
  425. // glTexSubImage on cubemap views is broken on Intel, we have to use the storage instead.
  426. if (Target == Target.Cubemap && HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows)
  427. {
  428. GL.ActiveTexture(TextureUnit.Texture0);
  429. GL.BindTexture(target, Storage.Handle);
  430. baseLevel = FirstLevel;
  431. }
  432. else
  433. {
  434. Bind(target, 0);
  435. }
  436. FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
  437. int width = Info.Width;
  438. int height = Info.Height;
  439. int depth = Info.Depth;
  440. int levels = Info.GetLevelsClamped();
  441. int offset = 0;
  442. for (int level = 0; level < levels; level++)
  443. {
  444. int mipSize = Info.GetMipSize(level);
  445. int endOffset = offset + mipSize;
  446. if ((uint)endOffset > (uint)size)
  447. {
  448. return;
  449. }
  450. switch (Target)
  451. {
  452. case Target.Texture1D:
  453. if (format.IsCompressed)
  454. {
  455. GL.CompressedTexSubImage1D(
  456. target,
  457. level,
  458. 0,
  459. width,
  460. format.PixelFormat,
  461. mipSize,
  462. data);
  463. }
  464. else
  465. {
  466. GL.TexSubImage1D(
  467. target,
  468. level,
  469. 0,
  470. width,
  471. format.PixelFormat,
  472. format.PixelType,
  473. data);
  474. }
  475. break;
  476. case Target.Texture1DArray:
  477. case Target.Texture2D:
  478. if (format.IsCompressed)
  479. {
  480. GL.CompressedTexSubImage2D(
  481. target,
  482. level,
  483. 0,
  484. 0,
  485. width,
  486. height,
  487. format.PixelFormat,
  488. mipSize,
  489. data);
  490. }
  491. else
  492. {
  493. GL.TexSubImage2D(
  494. target,
  495. level,
  496. 0,
  497. 0,
  498. width,
  499. height,
  500. format.PixelFormat,
  501. format.PixelType,
  502. data);
  503. }
  504. break;
  505. case Target.Texture2DArray:
  506. case Target.Texture3D:
  507. case Target.CubemapArray:
  508. if (format.IsCompressed)
  509. {
  510. GL.CompressedTexSubImage3D(
  511. target,
  512. level,
  513. 0,
  514. 0,
  515. 0,
  516. width,
  517. height,
  518. depth,
  519. format.PixelFormat,
  520. mipSize,
  521. data);
  522. }
  523. else
  524. {
  525. GL.TexSubImage3D(
  526. target,
  527. level,
  528. 0,
  529. 0,
  530. 0,
  531. width,
  532. height,
  533. depth,
  534. format.PixelFormat,
  535. format.PixelType,
  536. data);
  537. }
  538. break;
  539. case Target.Cubemap:
  540. int faceOffset = 0;
  541. for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
  542. {
  543. if (format.IsCompressed)
  544. {
  545. GL.CompressedTexSubImage2D(
  546. TextureTarget.TextureCubeMapPositiveX + face,
  547. baseLevel + level,
  548. 0,
  549. 0,
  550. width,
  551. height,
  552. format.PixelFormat,
  553. mipSize / 6,
  554. data + faceOffset);
  555. }
  556. else
  557. {
  558. GL.TexSubImage2D(
  559. TextureTarget.TextureCubeMapPositiveX + face,
  560. baseLevel + level,
  561. 0,
  562. 0,
  563. width,
  564. height,
  565. format.PixelFormat,
  566. format.PixelType,
  567. data + faceOffset);
  568. }
  569. }
  570. break;
  571. }
  572. data += mipSize;
  573. offset += mipSize;
  574. width = Math.Max(1, width >> 1);
  575. height = Math.Max(1, height >> 1);
  576. if (Target == Target.Texture3D)
  577. {
  578. depth = Math.Max(1, depth >> 1);
  579. }
  580. }
  581. }
  582. public void SetStorage(BufferRange buffer)
  583. {
  584. throw new NotSupportedException();
  585. }
  586. private void DisposeHandles()
  587. {
  588. if (Handle != 0)
  589. {
  590. GL.DeleteTexture(Handle);
  591. Handle = 0;
  592. }
  593. }
  594. /// <summary>
  595. /// Release the view without necessarily disposing the parent if we are the default view.
  596. /// This allows it to be added to the resource pool and reused later.
  597. /// </summary>
  598. public void Release()
  599. {
  600. bool hadHandle = Handle != 0;
  601. if (_parent.DefaultView != this)
  602. {
  603. DisposeHandles();
  604. }
  605. if (hadHandle)
  606. {
  607. _parent.DecrementViewsCount();
  608. }
  609. }
  610. public void Dispose()
  611. {
  612. if (_parent.DefaultView == this)
  613. {
  614. // Remove the default view (us), so that the texture cannot be released to the cache.
  615. _parent.DeleteDefault();
  616. }
  617. Release();
  618. }
  619. }
  620. }