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4da44e09cb
* Make all structs readonly when applicable. It should reduce amount of needless defensive copies * Make structs with trivial boilerplate equality code record structs * Remove unnecessary readonly modifiers from TextureCreateInfo * Make BitMap structs readonly too
296 lines
11 KiB
C#
296 lines
11 KiB
C#
using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Texture;
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namespace Ryujinx.Graphics.Gpu.Image
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{
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/// <summary>
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/// Texture information.
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/// </summary>
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readonly struct TextureInfo
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{
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/// <summary>
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/// Address of the texture in GPU mapped memory.
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/// </summary>
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public ulong GpuAddress { get; }
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/// <summary>
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/// The width of the texture.
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/// </summary>
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public int Width { get; }
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/// <summary>
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/// The height of the texture, or layers count for 1D array textures.
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/// </summary>
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public int Height { get; }
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/// <summary>
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/// The depth of the texture (for 3D textures), or layers count for array textures.
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/// </summary>
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public int DepthOrLayers { get; }
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/// <summary>
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/// The number of mipmap levels of the texture.
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/// </summary>
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public int Levels { get; }
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/// <summary>
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/// The number of samples in the X direction for multisampled textures.
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/// </summary>
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public int SamplesInX { get; }
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/// <summary>
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/// The number of samples in the Y direction for multisampled textures.
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/// </summary>
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public int SamplesInY { get; }
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/// <summary>
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/// The number of bytes per line for linear textures.
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/// </summary>
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public int Stride { get; }
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/// <summary>
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/// Indicates whenever or not the texture is a linear texture.
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/// </summary>
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public bool IsLinear { get; }
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/// <summary>
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/// GOB blocks in the Y direction, for block linear textures.
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/// </summary>
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public int GobBlocksInY { get; }
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/// <summary>
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/// GOB blocks in the Z direction, for block linear textures.
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/// </summary>
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public int GobBlocksInZ { get; }
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/// <summary>
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/// Number of GOB blocks per tile in the X direction, for block linear textures.
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/// </summary>
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public int GobBlocksInTileX { get; }
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/// <summary>
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/// Total number of samples for multisampled textures.
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/// </summary>
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public int Samples => SamplesInX * SamplesInY;
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/// <summary>
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/// Texture target type.
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/// </summary>
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public Target Target { get; }
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/// <summary>
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/// Texture format information.
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/// </summary>
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public FormatInfo FormatInfo { get; }
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/// <summary>
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/// Depth-stencil mode of the texture. This defines whenever the depth or stencil value is read from shaders,
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/// for depth-stencil texture formats.
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/// </summary>
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public DepthStencilMode DepthStencilMode { get; }
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/// <summary>
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/// Texture swizzle for the red color channel.
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/// </summary>
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public SwizzleComponent SwizzleR { get; }
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/// <summary>
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/// Texture swizzle for the green color channel.
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/// </summary>
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public SwizzleComponent SwizzleG { get; }
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/// <summary>
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/// Texture swizzle for the blue color channel.
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/// </summary>
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public SwizzleComponent SwizzleB { get; }
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/// <summary>
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/// Texture swizzle for the alpha color channel.
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/// </summary>
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public SwizzleComponent SwizzleA { get; }
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/// <summary>
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/// Constructs the texture information structure.
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/// </summary>
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/// <param name="gpuAddress">The GPU address of the texture</param>
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/// <param name="width">The width of the texture</param>
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/// <param name="height">The height or the texture</param>
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/// <param name="depthOrLayers">The depth or layers count of the texture</param>
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/// <param name="levels">The amount of mipmap levels of the texture</param>
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/// <param name="samplesInX">The number of samples in the X direction for multisample textures, should be 1 otherwise</param>
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/// <param name="samplesInY">The number of samples in the Y direction for multisample textures, should be 1 otherwise</param>
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/// <param name="stride">The stride for linear textures</param>
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/// <param name="isLinear">Whenever the texture is linear or block linear</param>
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/// <param name="gobBlocksInY">Number of GOB blocks in the Y direction</param>
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/// <param name="gobBlocksInZ">Number of GOB blocks in the Z direction</param>
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/// <param name="gobBlocksInTileX">Number of GOB blocks per tile in the X direction</param>
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/// <param name="target">Texture target type</param>
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/// <param name="formatInfo">Texture format information</param>
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/// <param name="depthStencilMode">Depth-stencil mode</param>
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/// <param name="swizzleR">Swizzle for the red color channel</param>
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/// <param name="swizzleG">Swizzle for the green color channel</param>
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/// <param name="swizzleB">Swizzle for the blue color channel</param>
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/// <param name="swizzleA">Swizzle for the alpha color channel</param>
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public TextureInfo(
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ulong gpuAddress,
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int width,
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int height,
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int depthOrLayers,
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int levels,
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int samplesInX,
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int samplesInY,
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int stride,
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bool isLinear,
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int gobBlocksInY,
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int gobBlocksInZ,
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int gobBlocksInTileX,
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Target target,
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FormatInfo formatInfo,
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DepthStencilMode depthStencilMode = DepthStencilMode.Depth,
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SwizzleComponent swizzleR = SwizzleComponent.Red,
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SwizzleComponent swizzleG = SwizzleComponent.Green,
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SwizzleComponent swizzleB = SwizzleComponent.Blue,
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SwizzleComponent swizzleA = SwizzleComponent.Alpha)
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{
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GpuAddress = gpuAddress;
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Width = width;
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Height = height;
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DepthOrLayers = depthOrLayers;
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Levels = levels;
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SamplesInX = samplesInX;
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SamplesInY = samplesInY;
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Stride = stride;
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IsLinear = isLinear;
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GobBlocksInY = gobBlocksInY;
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GobBlocksInZ = gobBlocksInZ;
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GobBlocksInTileX = gobBlocksInTileX;
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Target = target;
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FormatInfo = formatInfo;
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DepthStencilMode = depthStencilMode;
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SwizzleR = swizzleR;
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SwizzleG = swizzleG;
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SwizzleB = swizzleB;
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SwizzleA = swizzleA;
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}
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/// <summary>
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/// Gets the real texture depth.
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/// Returns 1 for any target other than 3D textures.
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/// </summary>
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/// <returns>Texture depth</returns>
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public int GetDepth()
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{
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return GetDepth(Target, DepthOrLayers);
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}
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/// <summary>
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/// Gets the real texture depth.
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/// Returns 1 for any target other than 3D textures.
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/// </summary>
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/// <param name="target">Texture target</param>
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/// <param name="depthOrLayers">Texture depth if the texture is 3D, otherwise ignored</param>
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/// <returns>Texture depth</returns>
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public static int GetDepth(Target target, int depthOrLayers)
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{
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return target == Target.Texture3D ? depthOrLayers : 1;
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}
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/// <summary>
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/// Gets the number of layers of the texture.
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/// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures.
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/// </summary>
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/// <returns>The number of texture layers</returns>
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public int GetLayers()
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{
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return GetLayers(Target, DepthOrLayers);
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}
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/// <summary>
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/// Gets the number of layers of the texture.
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/// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures.
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/// </summary>
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/// <param name="target">Texture target</param>
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/// <param name="depthOrLayers">Texture layers if the is a array texture, ignored otherwise</param>
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/// <returns>The number of texture layers</returns>
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public static int GetLayers(Target target, int depthOrLayers)
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{
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if (target == Target.Texture2DArray || target == Target.Texture2DMultisampleArray)
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{
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return depthOrLayers;
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}
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else if (target == Target.CubemapArray)
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{
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return depthOrLayers * 6;
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}
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else if (target == Target.Cubemap)
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{
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return 6;
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}
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else
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{
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return 1;
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}
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}
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/// <summary>
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/// Gets the number of 2D slices of the texture.
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/// Returns 6 for cubemap textures, layer faces for cubemap array textures, and DepthOrLayers for everything else.
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/// </summary>
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/// <returns>The number of texture slices</returns>
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public int GetSlices()
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{
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if (Target == Target.Texture3D || Target == Target.Texture2DArray || Target == Target.Texture2DMultisampleArray)
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{
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return DepthOrLayers;
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}
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else if (Target == Target.CubemapArray)
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{
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return DepthOrLayers * 6;
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}
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else if (Target == Target.Cubemap)
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{
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return 6;
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}
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else
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{
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return 1;
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}
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}
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/// <summary>
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/// Calculates the size information from the texture information.
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/// </summary>
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/// <param name="layerSize">Optional size of each texture layer in bytes</param>
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/// <returns>Texture size information</returns>
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public SizeInfo CalculateSizeInfo(int layerSize = 0)
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{
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if (Target == Target.TextureBuffer)
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{
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return new SizeInfo(Width * FormatInfo.BytesPerPixel);
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}
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else if (IsLinear)
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{
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return SizeCalculator.GetLinearTextureSize(
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Stride,
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Height,
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FormatInfo.BlockHeight);
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}
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else
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{
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return SizeCalculator.GetBlockLinearTextureSize(
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Width,
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Height,
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GetDepth(),
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Levels,
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GetLayers(),
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FormatInfo.BlockWidth,
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FormatInfo.BlockHeight,
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FormatInfo.BytesPerPixel,
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GobBlocksInY,
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GobBlocksInZ,
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GobBlocksInTileX,
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layerSize);
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}
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}
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}
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} |