ryujinx/Ryujinx.Graphics.OpenGL/TextureView.cs

421 lines
13 KiB
C#
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using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.OpenGL
{
class TextureView : ITexture
{
public int Handle { get; private set; }
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private readonly Renderer _renderer;
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private readonly TextureStorage _parent;
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private TextureView _emulatedViewParent;
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private readonly TextureCreateInfo _info;
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private int _firstLayer;
private int _firstLevel;
public int Width => _info.Width;
public int Height => _info.Height;
public int DepthOrLayers => _info.GetDepthOrLayers();
public int Levels => _info.Levels;
public Target Target => _info.Target;
public Format Format => _info.Format;
public int BlockWidth => _info.BlockWidth;
public int BlockHeight => _info.BlockHeight;
public bool IsCompressed => _info.IsCompressed;
public TextureView(
Renderer renderer,
TextureStorage parent,
TextureCreateInfo info,
int firstLayer,
int firstLevel)
{
_renderer = renderer;
_parent = parent;
_info = info;
_firstLayer = firstLayer;
_firstLevel = firstLevel;
Handle = GL.GenTexture();
CreateView();
}
private void CreateView()
{
TextureTarget target = Target.Convert();
FormatInfo format = FormatTable.GetFormatInfo(_info.Format);
PixelInternalFormat pixelInternalFormat;
if (format.IsCompressed)
{
pixelInternalFormat = (PixelInternalFormat)format.PixelFormat;
}
else
{
pixelInternalFormat = format.PixelInternalFormat;
}
GL.TextureView(
Handle,
target,
_parent.Handle,
pixelInternalFormat,
_firstLevel,
_info.Levels,
_firstLayer,
_info.GetLayers());
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(target, Handle);
int[] swizzleRgba = new int[]
{
(int)_info.SwizzleR.Convert(),
(int)_info.SwizzleG.Convert(),
(int)_info.SwizzleB.Convert(),
(int)_info.SwizzleA.Convert()
};
GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba);
int maxLevel = _info.Levels - 1;
if (maxLevel < 0)
{
maxLevel = 0;
}
GL.TexParameter(target, TextureParameterName.TextureMaxLevel, maxLevel);
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// TODO: This requires ARB_stencil_texturing, we should uncomment and test this.
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// GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)_info.DepthStencilMode.Convert());
}
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
{
if (_info.IsCompressed == info.IsCompressed)
{
firstLayer += _firstLayer;
firstLevel += _firstLevel;
return _parent.CreateView(info, firstLayer, firstLevel);
}
else
{
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// TODO: Most graphics APIs doesn't support creating a texture view from a compressed format
// with a non-compressed format (or vice-versa), however NVN seems to support it.
// So we emulate that here with a texture copy (see the first CopyTo overload).
// However right now it only does a single copy right after the view is created,
// so it doesn't work for all cases.
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TextureView emulatedView = (TextureView)_renderer.CreateTexture(info);
emulatedView._emulatedViewParent = this;
emulatedView._firstLayer = firstLayer;
emulatedView._firstLevel = firstLevel;
return emulatedView;
}
}
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
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{
TextureView destinationView = (TextureView)destination;
TextureCopyUnscaled.Copy(this, destinationView, firstLayer, firstLevel);
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if (destinationView._emulatedViewParent != null)
{
TextureCopyUnscaled.Copy(
this,
destinationView._emulatedViewParent,
destinationView._firstLayer,
destinationView._firstLevel);
}
}
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
{
_renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
}
public byte[] GetData()
{
int size = 0;
for (int level = 0; level < _info.Levels; level++)
{
size += _info.GetMipSize(level);
}
byte[] data = new byte[size];
unsafe
{
fixed (byte* ptr = data)
{
WriteTo((IntPtr)ptr);
}
}
return data;
}
private void WriteTo(IntPtr ptr)
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{
TextureTarget target = Target.Convert();
Bind(target, 0);
FormatInfo format = FormatTable.GetFormatInfo(_info.Format);
int faces = 1;
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if (target == TextureTarget.TextureCubeMap)
{
target = TextureTarget.TextureCubeMapPositiveX;
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faces = 6;
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}
for (int level = 0; level < _info.Levels; level++)
{
for (int face = 0; face < faces; face++)
{
int faceOffset = face * _info.GetMipSize2D(level);
if (format.IsCompressed)
{
GL.GetCompressedTexImage(target + face, level, ptr + faceOffset);
}
else
{
GL.GetTexImage(
target + face,
level,
format.PixelFormat,
format.PixelType,
ptr + faceOffset);
}
}
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ptr += _info.GetMipSize(level);
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}
}
public void SetData(Span<byte> data)
{
unsafe
{
fixed (byte* ptr = data)
{
SetData((IntPtr)ptr, data.Length);
}
}
}
private void SetData(IntPtr data, int size)
{
TextureTarget target = Target.Convert();
Bind(target, 0);
FormatInfo format = FormatTable.GetFormatInfo(_info.Format);
int width = _info.Width;
int height = _info.Height;
int depth = _info.Depth;
int offset = 0;
for (int level = 0; level < _info.Levels; level++)
{
int mipSize = _info.GetMipSize(level);
int endOffset = offset + mipSize;
if ((uint)endOffset > (uint)size)
{
return;
}
switch (_info.Target)
{
case Target.Texture1D:
if (format.IsCompressed)
{
GL.CompressedTexSubImage1D(
target,
level,
0,
width,
format.PixelFormat,
mipSize,
data);
}
else
{
GL.TexSubImage1D(
target,
level,
0,
width,
format.PixelFormat,
format.PixelType,
data);
}
break;
case Target.Texture1DArray:
case Target.Texture2D:
if (format.IsCompressed)
{
GL.CompressedTexSubImage2D(
target,
level,
0,
0,
width,
height,
format.PixelFormat,
mipSize,
data);
}
else
{
GL.TexSubImage2D(
target,
level,
0,
0,
width,
height,
format.PixelFormat,
format.PixelType,
data);
}
break;
case Target.Texture2DArray:
case Target.Texture3D:
case Target.CubemapArray:
if (format.IsCompressed)
{
GL.CompressedTexSubImage3D(
target,
level,
0,
0,
0,
width,
height,
depth,
format.PixelFormat,
mipSize,
data);
}
else
{
GL.TexSubImage3D(
target,
level,
0,
0,
0,
width,
height,
depth,
format.PixelFormat,
format.PixelType,
data);
}
break;
case Target.Cubemap:
int faceOffset = 0;
for (int face = 0; face < 6; face++, faceOffset += mipSize / 6)
{
if (format.IsCompressed)
{
GL.CompressedTexSubImage2D(
TextureTarget.TextureCubeMapPositiveX + face,
level,
0,
0,
width,
height,
format.PixelFormat,
mipSize / 6,
data + faceOffset);
}
else
{
GL.TexSubImage2D(
TextureTarget.TextureCubeMapPositiveX + face,
level,
0,
0,
width,
height,
format.PixelFormat,
format.PixelType,
data + faceOffset);
}
}
break;
}
data += mipSize;
offset += mipSize;
width = Math.Max(1, width >> 1);
height = Math.Max(1, height >> 1);
if (Target == Target.Texture3D)
{
depth = Math.Max(1, depth >> 1);
}
}
}
public void Bind(int unit)
{
Bind(Target.Convert(), unit);
}
private void Bind(TextureTarget target, int unit)
{
GL.ActiveTexture(TextureUnit.Texture0 + unit);
GL.BindTexture(target, Handle);
}
public void Dispose()
{
if (Handle != 0)
{
GL.DeleteTexture(Handle);
_parent.DecrementViewsCount();
Handle = 0;
}
}
}
}