418 lines
13 KiB
C#
418 lines
13 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
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{
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class TextureView : ITexture
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{
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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;
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private int _firstLevel;
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public int Width => _info.Width;
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public int Height => _info.Height;
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public int DepthOrLayers => _info.GetDepthOrLayers();
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public int Levels => _info.Levels;
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public Target Target => _info.Target;
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public Format Format => _info.Format;
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public int BlockWidth => _info.BlockWidth;
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public int BlockHeight => _info.BlockHeight;
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public bool IsCompressed => _info.IsCompressed;
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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)
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{
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_renderer = renderer;
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_parent = parent;
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_info = info;
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_firstLayer = firstLayer;
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_firstLevel = firstLevel;
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Handle = GL.GenTexture();
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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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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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if (_info.IsCompressed == info.IsCompressed)
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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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else
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{
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// TODO: Most graphics APIs doesn't support creating a texture view from a compressed format
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// with a non-compressed format (or vice-versa), however NVN seems to support it.
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// So we emulate that here with a texture copy (see the first CopyTo overload).
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// However right now it only does a single copy right after the view is created,
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// so it doesn't work for all cases.
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TextureView emulatedView = (TextureView)_renderer.CreateTexture(info);
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emulatedView._emulatedViewParent = this;
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emulatedView._firstLayer = firstLayer;
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emulatedView._firstLevel = firstLevel;
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return emulatedView;
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}
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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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TextureCopyUnscaled.Copy(this, destinationView, firstLayer, firstLevel);
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if (destinationView._emulatedViewParent != null)
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{
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TextureCopyUnscaled.Copy(
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this,
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destinationView._emulatedViewParent,
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destinationView._firstLayer,
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destinationView._firstLevel);
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}
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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 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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byte[] data = new byte[size];
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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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WriteTo((IntPtr)ptr);
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}
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}
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return data;
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}
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private void WriteTo(IntPtr ptr)
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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 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, ptr + faceOffset);
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}
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else
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{
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GL.GetTexImage(
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target + face,
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level,
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format.PixelFormat,
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format.PixelType,
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ptr + faceOffset);
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}
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}
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ptr += _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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SetData((IntPtr)ptr, data.Length);
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}
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}
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}
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private void SetData(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 Bind(int unit)
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{
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Bind(Target.Convert(), unit);
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}
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private void Bind(TextureTarget target, int unit)
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{
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GL.ActiveTexture(TextureUnit.Texture0 + unit);
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GL.BindTexture(target, Handle);
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}
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public void Dispose()
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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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_parent.DecrementViewsCount();
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Handle = 0;
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}
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}
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}
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}
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