using OpenTK.Graphics.OpenGL; using Ryujinx.Common.Logging; using Ryujinx.Graphics.GAL; namespace Ryujinx.Graphics.OpenGL.Image { class TextureStorage : ITextureInfo { public ITextureInfo Storage => this; public int Handle { get; private set; } public float ScaleFactor { get; private set; } public TextureCreateInfo Info { get; } private readonly OpenGLRenderer _renderer; private int _viewsCount; internal ITexture DefaultView { get; private set; } public TextureStorage(OpenGLRenderer renderer, TextureCreateInfo info, float scaleFactor) { _renderer = renderer; Info = info; Handle = GL.GenTexture(); ScaleFactor = scaleFactor; CreateImmutableStorage(); } private void CreateImmutableStorage() { TextureTarget target = Info.Target.Convert(); GL.ActiveTexture(TextureUnit.Texture0); GL.BindTexture(target, Handle); FormatInfo format = FormatTable.GetFormatInfo(Info.Format); SizedInternalFormat internalFormat; if (format.IsCompressed) { internalFormat = (SizedInternalFormat)format.PixelFormat; } else { internalFormat = (SizedInternalFormat)format.PixelInternalFormat; } int levels = Info.GetLevelsClamped(); switch (Info.Target) { case Target.Texture1D: GL.TexStorage1D( TextureTarget1d.Texture1D, levels, internalFormat, Info.Width); break; case Target.Texture1DArray: GL.TexStorage2D( TextureTarget2d.Texture1DArray, levels, internalFormat, Info.Width, Info.Height); break; case Target.Texture2D: GL.TexStorage2D( TextureTarget2d.Texture2D, levels, internalFormat, Info.Width, Info.Height); break; case Target.Texture2DArray: GL.TexStorage3D( TextureTarget3d.Texture2DArray, levels, internalFormat, Info.Width, Info.Height, Info.Depth); break; case Target.Texture2DMultisample: GL.TexStorage2DMultisample( TextureTargetMultisample2d.Texture2DMultisample, Info.Samples, internalFormat, Info.Width, Info.Height, true); break; case Target.Texture2DMultisampleArray: GL.TexStorage3DMultisample( TextureTargetMultisample3d.Texture2DMultisampleArray, Info.Samples, internalFormat, Info.Width, Info.Height, Info.Depth, true); break; case Target.Texture3D: GL.TexStorage3D( TextureTarget3d.Texture3D, levels, internalFormat, Info.Width, Info.Height, Info.Depth); break; case Target.Cubemap: GL.TexStorage2D( TextureTarget2d.TextureCubeMap, levels, internalFormat, Info.Width, Info.Height); break; case Target.CubemapArray: GL.TexStorage3D( (TextureTarget3d)All.TextureCubeMapArray, levels, internalFormat, Info.Width, Info.Height, Info.Depth); break; default: Logger.Debug?.Print(LogClass.Gpu, $"Invalid or unsupported texture target: {target}."); break; } } public ITexture CreateDefaultView() { DefaultView = CreateView(Info, 0, 0); return DefaultView; } public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel) { IncrementViewsCount(); return new TextureView(_renderer, this, info, firstLayer, firstLevel); } private void IncrementViewsCount() { _viewsCount++; } public void DecrementViewsCount() { // If we don't have any views, then the storage is now useless, delete it. if (--_viewsCount == 0) { if (DefaultView == null) { Dispose(); } else { // If the default view still exists, we can put it into the resource pool. Release(); } } } /// /// Release the TextureStorage to the resource pool without disposing its handle. /// public void Release() { _viewsCount = 1; // When we are used again, we will have the default view. _renderer.ResourcePool.AddTexture((TextureView)DefaultView); } public void DeleteDefault() { DefaultView = null; } public void Dispose() { DefaultView = null; if (Handle != 0) { GL.DeleteTexture(Handle); Handle = 0; } } } }