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https://github.com/Ryujinx/Ryujinx.git
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115 lines
No EOL
3.6 KiB
C#
115 lines
No EOL
3.6 KiB
C#
using OpenTK.Graphics.OpenGL;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLTexture
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{
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private int[] Textures;
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public OGLTexture()
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{
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Textures = new int[80];
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}
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public void Set(int Index, GalTexture Texture)
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{
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GL.ActiveTexture(TextureUnit.Texture0 + Index);
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Bind(Index);
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const int Level = 0; //TODO: Support mipmap textures.
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const int Border = 0;
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if (IsCompressedTextureFormat(Texture.Format))
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{
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PixelInternalFormat InternalFmt = OGLEnumConverter.GetCompressedTextureFormat(Texture.Format);
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GL.CompressedTexImage2D(
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TextureTarget.Texture2D,
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Level,
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InternalFmt,
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Texture.Width,
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Texture.Height,
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Border,
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Texture.Data.Length,
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Texture.Data);
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}
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else
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{
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const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
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(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(Texture.Format);
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GL.TexImage2D(
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TextureTarget.Texture2D,
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Level,
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InternalFmt,
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Texture.Width,
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Texture.Height,
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Border,
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Format,
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Type,
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Texture.Data);
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}
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}
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public void Bind(int Index)
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{
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int Handle = EnsureTextureInitialized(Index);
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GL.BindTexture(TextureTarget.Texture2D, Handle);
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}
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public static void Set(GalTextureSampler Sampler)
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{
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int WrapS = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressU);
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int WrapT = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressV);
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int MinFilter = (int)OGLEnumConverter.GetTextureMinFilter(Sampler.MinFilter, Sampler.MipFilter);
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int MagFilter = (int)OGLEnumConverter.GetTextureMagFilter(Sampler.MagFilter);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, WrapS);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, WrapT);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
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float[] Color = new float[]
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{
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Sampler.BorderColor.Red,
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Sampler.BorderColor.Green,
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Sampler.BorderColor.Blue,
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Sampler.BorderColor.Alpha
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};
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, Color);
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}
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private static bool IsCompressedTextureFormat(GalTextureFormat Format)
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{
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switch (Format)
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{
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case GalTextureFormat.BC1:
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case GalTextureFormat.BC2:
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case GalTextureFormat.BC3:
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case GalTextureFormat.BC4:
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case GalTextureFormat.BC5:
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return true;
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}
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return false;
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}
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private int EnsureTextureInitialized(int TexIndex)
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{
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int Handle = Textures[TexIndex];
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if (Handle == 0)
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{
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Handle = Textures[TexIndex] = GL.GenTexture();
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}
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return Handle;
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}
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}
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} |