mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-11-24 18:20:12 +01:00
4b60371e64
* Return mapped buffer pointer directly for flush, WriteableRegion for textures A few changes here to generally improve performance, even for platforms not using the persistent buffer flush. - Texture and buffer flush now return a ReadOnlySpan<byte>. It's guaranteed that this span is pinned in memory, but it will be overwritten on the next flush from that thread, so it is expected that the data is used before calling again. - As a result, persistent mappings no longer copy to a new array - rather the persistent map is returned directly as a Span<>. A similar host array is used for the glGet flushes instead of allocating new arrays each time. - Texture flushes now do their layout conversion into a WriteableRegion when the texture is not MultiRange, which allows the flush to happen directly into guest memory rather than into a temporary span, then copied over. This avoids another copy when doing layout conversion. Overall, this saves 1 data copy for buffer flush, 1 copy for linear textures with matching source/target stride, and 2 copies for block textures or linear textures with mismatching strides. * Fix tests * Fix array pointer for Mesa/Intel path * Address some feedback * Update method for getting array pointer.
646 lines
20 KiB
C#
646 lines
20 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class TextureView : TextureBase, ITexture, ITextureInfo
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{
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private readonly Renderer _renderer;
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private readonly TextureStorage _parent;
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public ITextureInfo Storage => _parent;
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public int FirstLayer { get; private set; }
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public int FirstLevel { get; private set; }
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public TextureView(
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Renderer renderer,
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TextureStorage parent,
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TextureCreateInfo info,
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int firstLayer,
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int firstLevel) : base(info, parent.ScaleFactor)
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{
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_renderer = renderer;
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_parent = parent;
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FirstLayer = firstLayer;
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FirstLevel = firstLevel;
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CreateView();
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}
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private void CreateView()
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{
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TextureTarget target = Target.Convert();
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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PixelInternalFormat pixelInternalFormat;
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if (format.IsCompressed)
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{
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pixelInternalFormat = (PixelInternalFormat)format.PixelFormat;
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}
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else
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{
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pixelInternalFormat = format.PixelInternalFormat;
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}
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GL.TextureView(
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Handle,
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target,
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_parent.Handle,
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pixelInternalFormat,
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FirstLevel,
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Info.Levels,
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FirstLayer,
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Info.GetLayers());
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(target, Handle);
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int[] swizzleRgba = new int[]
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{
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(int)Info.SwizzleR.Convert(),
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(int)Info.SwizzleG.Convert(),
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(int)Info.SwizzleB.Convert(),
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(int)Info.SwizzleA.Convert()
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};
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if (Info.Format.IsBgra8())
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{
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// Swap B <-> R for BGRA formats, as OpenGL has no support for them
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// and we need to manually swap the components on read/write on the GPU.
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int temp = swizzleRgba[0];
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swizzleRgba[0] = swizzleRgba[2];
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swizzleRgba[2] = temp;
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}
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GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba);
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int maxLevel = Info.Levels - 1;
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if (maxLevel < 0)
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{
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maxLevel = 0;
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}
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GL.TexParameter(target, TextureParameterName.TextureMaxLevel, maxLevel);
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GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)Info.DepthStencilMode.Convert());
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}
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public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
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{
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firstLayer += FirstLayer;
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firstLevel += FirstLevel;
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return _parent.CreateView(info, firstLayer, firstLevel);
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}
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public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
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{
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TextureView destinationView = (TextureView)destination;
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_renderer.TextureCopy.CopyUnscaled(this, destinationView, 0, firstLayer, 0, firstLevel);
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}
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public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
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{
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TextureView destinationView = (TextureView)destination;
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_renderer.TextureCopy.CopyUnscaled(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
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}
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public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
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{
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_renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
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}
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public unsafe ReadOnlySpan<byte> GetData()
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{
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int size = 0;
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for (int level = 0; level < Info.Levels; level++)
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{
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size += Info.GetMipSize(level);
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}
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if (HwCapabilities.UsePersistentBufferForFlush)
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{
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return _renderer.PersistentBuffers.Default.GetTextureData(this, size);
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}
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else
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{
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IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
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WriteTo(target);
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return new ReadOnlySpan<byte>(target.ToPointer(), size);
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}
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}
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public void WriteToPbo(int offset, bool forceBgra)
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{
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WriteTo(IntPtr.Zero + offset, forceBgra);
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}
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public int WriteToPbo2D(int offset, int layer, int level)
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{
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return WriteTo2D(IntPtr.Zero + offset, layer, level);
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}
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private int WriteTo2D(IntPtr data, int layer, int level)
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{
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TextureTarget target = Target.Convert();
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Bind(target, 0);
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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PixelFormat pixelFormat = format.PixelFormat;
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PixelType pixelType = format.PixelType;
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if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
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{
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target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
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}
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int mipSize = Info.GetMipSize2D(level);
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// The GL function returns all layers. Must return the offset of the layer we're interested in.
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int resultOffset = target switch
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{
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TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
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TextureTarget.Texture1DArray => layer * mipSize,
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TextureTarget.Texture2DArray => layer * mipSize,
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_ => 0
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};
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if (format.IsCompressed)
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{
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GL.GetCompressedTexImage(target, level, data);
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}
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else
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{
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GL.GetTexImage(target, level, pixelFormat, pixelType, data);
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}
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return resultOffset;
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}
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private void WriteTo(IntPtr data, bool forceBgra = false)
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{
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TextureTarget target = Target.Convert();
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Bind(target, 0);
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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PixelFormat pixelFormat = format.PixelFormat;
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PixelType pixelType = format.PixelType;
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if (forceBgra)
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{
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pixelFormat = PixelFormat.Bgra;
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}
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int faces = 1;
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if (target == TextureTarget.TextureCubeMap)
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{
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target = TextureTarget.TextureCubeMapPositiveX;
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faces = 6;
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}
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for (int level = 0; level < Info.Levels; level++)
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{
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for (int face = 0; face < faces; face++)
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{
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int faceOffset = face * Info.GetMipSize2D(level);
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if (format.IsCompressed)
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{
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GL.GetCompressedTexImage(target + face, level, data + faceOffset);
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}
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else
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{
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GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
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}
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}
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data += Info.GetMipSize(level);
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}
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}
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public void SetData(ReadOnlySpan<byte> data)
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{
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unsafe
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{
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fixed (byte* ptr = data)
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{
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ReadFrom((IntPtr)ptr, data.Length);
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}
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}
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}
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public void SetData(ReadOnlySpan<byte> data, int layer, int level)
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{
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unsafe
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{
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fixed (byte* ptr = data)
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{
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int width = Math.Max(Info.Width >> level, 1);
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int height = Math.Max(Info.Height >> level, 1);
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ReadFrom2D((IntPtr)ptr, layer, level, width, height);
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}
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}
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}
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public void ReadFromPbo(int offset, int size)
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{
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ReadFrom(IntPtr.Zero + offset, size);
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}
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public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
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{
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ReadFrom2D(IntPtr.Zero + offset, layer, level, width, height);
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}
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private void ReadFrom2D(IntPtr data, int layer, int level, int width, int height)
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{
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TextureTarget target = Target.Convert();
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int mipSize = Info.GetMipSize2D(level);
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Bind(target, 0);
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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switch (Target)
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{
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case Target.Texture1D:
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if (format.IsCompressed)
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{
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GL.CompressedTexSubImage1D(
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target,
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level,
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0,
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width,
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format.PixelFormat,
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mipSize,
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data);
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}
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else
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{
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GL.TexSubImage1D(
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target,
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level,
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0,
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width,
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format.PixelFormat,
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format.PixelType,
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data);
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}
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break;
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case Target.Texture1DArray:
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if (format.IsCompressed)
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{
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GL.CompressedTexSubImage2D(
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target,
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level,
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0,
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layer,
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width,
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1,
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format.PixelFormat,
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mipSize,
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data);
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}
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else
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{
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GL.TexSubImage2D(
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target,
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level,
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0,
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layer,
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width,
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1,
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format.PixelFormat,
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format.PixelType,
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data);
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}
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break;
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case Target.Texture2D:
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if (format.IsCompressed)
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{
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GL.CompressedTexSubImage2D(
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target,
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level,
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0,
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0,
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width,
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height,
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format.PixelFormat,
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mipSize,
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data);
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}
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else
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{
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GL.TexSubImage2D(
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target,
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level,
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0,
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0,
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width,
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height,
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format.PixelFormat,
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format.PixelType,
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data);
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}
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break;
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case Target.Texture2DArray:
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case Target.Texture3D:
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case Target.CubemapArray:
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if (format.IsCompressed)
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{
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GL.CompressedTexSubImage3D(
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target,
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level,
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0,
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0,
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layer,
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width,
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height,
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1,
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format.PixelFormat,
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mipSize,
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data);
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}
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else
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{
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GL.TexSubImage3D(
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target,
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level,
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0,
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0,
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layer,
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width,
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height,
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1,
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format.PixelFormat,
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format.PixelType,
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data);
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}
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break;
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case Target.Cubemap:
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if (format.IsCompressed)
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{
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GL.CompressedTexSubImage2D(
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TextureTarget.TextureCubeMapPositiveX + layer,
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level,
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0,
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0,
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width,
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height,
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format.PixelFormat,
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mipSize,
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data);
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}
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else
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{
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GL.TexSubImage2D(
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TextureTarget.TextureCubeMapPositiveX + layer,
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level,
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0,
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0,
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width,
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height,
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format.PixelFormat,
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format.PixelType,
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data);
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}
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break;
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}
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}
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private void ReadFrom(IntPtr data, int size)
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{
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TextureTarget target = Target.Convert();
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Bind(target, 0);
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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int width = Info.Width;
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int height = Info.Height;
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int depth = Info.Depth;
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int offset = 0;
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for (int level = 0; level < Info.Levels; level++)
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{
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int mipSize = Info.GetMipSize(level);
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int endOffset = offset + mipSize;
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if ((uint)endOffset > (uint)size)
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{
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return;
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}
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switch (Info.Target)
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{
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case Target.Texture1D:
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if (format.IsCompressed)
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{
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GL.CompressedTexSubImage1D(
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target,
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level,
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0,
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width,
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format.PixelFormat,
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mipSize,
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data);
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}
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else
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{
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GL.TexSubImage1D(
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target,
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level,
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0,
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width,
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format.PixelFormat,
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format.PixelType,
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data);
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}
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break;
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case Target.Texture1DArray:
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case Target.Texture2D:
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if (format.IsCompressed)
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{
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GL.CompressedTexSubImage2D(
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target,
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level,
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0,
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0,
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width,
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height,
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format.PixelFormat,
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mipSize,
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data);
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}
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else
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{
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GL.TexSubImage2D(
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target,
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level,
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0,
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0,
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width,
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height,
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format.PixelFormat,
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format.PixelType,
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data);
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}
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break;
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case Target.Texture2DArray:
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case Target.Texture3D:
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case Target.CubemapArray:
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if (format.IsCompressed)
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{
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GL.CompressedTexSubImage3D(
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target,
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level,
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0,
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0,
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0,
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width,
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height,
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depth,
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format.PixelFormat,
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mipSize,
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data);
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}
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else
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{
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GL.TexSubImage3D(
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target,
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level,
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0,
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0,
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0,
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width,
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height,
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depth,
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format.PixelFormat,
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format.PixelType,
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data);
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}
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break;
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case Target.Cubemap:
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int faceOffset = 0;
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for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
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{
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if (format.IsCompressed)
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{
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GL.CompressedTexSubImage2D(
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TextureTarget.TextureCubeMapPositiveX + face,
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level,
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0,
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0,
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width,
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height,
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format.PixelFormat,
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mipSize / 6,
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data + faceOffset);
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}
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else
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{
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GL.TexSubImage2D(
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TextureTarget.TextureCubeMapPositiveX + face,
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level,
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0,
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0,
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width,
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height,
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format.PixelFormat,
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format.PixelType,
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data + faceOffset);
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}
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}
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break;
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}
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data += mipSize;
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offset += mipSize;
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width = Math.Max(1, width >> 1);
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height = Math.Max(1, height >> 1);
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if (Target == Target.Texture3D)
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{
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depth = Math.Max(1, depth >> 1);
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}
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}
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}
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public void SetStorage(BufferRange buffer)
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{
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throw new NotSupportedException();
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}
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private void DisposeHandles()
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{
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if (Handle != 0)
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{
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GL.DeleteTexture(Handle);
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Handle = 0;
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}
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}
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/// <summary>
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/// Release the view without necessarily disposing the parent if we are the default view.
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/// This allows it to be added to the resource pool and reused later.
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/// </summary>
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public void Release()
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{
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bool hadHandle = Handle != 0;
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if (_parent.DefaultView != this)
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{
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DisposeHandles();
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}
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if (hadHandle)
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{
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_parent.DecrementViewsCount();
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}
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}
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public void Dispose()
|
|
{
|
|
if (_parent.DefaultView == this)
|
|
{
|
|
// Remove the default view (us), so that the texture cannot be released to the cache.
|
|
_parent.DeleteDefault();
|
|
}
|
|
|
|
Release();
|
|
}
|
|
}
|
|
}
|