using OpenTK.Graphics.OpenGL; using Ryujinx.Graphics.GAL; using System; namespace Ryujinx.Graphics.OpenGL { class TextureView : ITexture { public int Handle { get; private set; } private readonly Renderer _renderer; private readonly TextureStorage _parent; private TextureView _emulatedViewParent; private readonly TextureCreateInfo _info; 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); 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 { // 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. 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) { TextureView destinationView = (TextureView)destination; TextureCopyUnscaled.Copy(this, destinationView, firstLayer, firstLevel); 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) { TextureTarget target = Target.Convert(); Bind(target, 0); FormatInfo format = FormatTable.GetFormatInfo(_info.Format); int faces = 1; if (target == TextureTarget.TextureCubeMap) { target = TextureTarget.TextureCubeMapPositiveX; faces = 6; } 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); } } ptr += _info.GetMipSize(level); } } public void SetData(ReadOnlySpan 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; } } } }