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* GPU: Pass SpanOrArray for Texture SetData to avoid copy Texture data is often converted before upload, meaning that an array was allocated to perform the conversion into. However, the backend SetData methods were being passed a Span of that data, and the Multithreaded layer does `ToArray()` on it so that it can be stored for later! This method can't extract the original array, so it creates a copy. This PR changes the type passed for textures to a new ref struct called SpanOrArray, which is backed by either a ReadOnlySpan or an array. The benefit here is that we can have a ToArray method that doesn't copy if it is originally backed by an array. This will also avoid a copy when running the ASTC decoder. On NieR this was taking 38% of texture upload time, which it does a _lot_ of when you move between areas, so there should be a 1.6x performance boost when strictly uploading textures. No doubt this will also improve texture streaming performance in UE4 games, and maybe a small reduction with video playback. From the numbers, it's probably possible to improve the upload rate by a further 1.6x by performing layout conversion on GPU. I'm not sure if we could improve it further than that - multithreading conversion on CPU would probably result in memory bottleneck. This doesn't extend to buffers, since we don't convert their data on the GPU emulator side. * Remove implicit cast to array.
787 lines
26 KiB
C#
787 lines
26 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common;
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using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class TextureView : TextureBase, ITexture, ITextureInfo
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{
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private readonly OpenGLRenderer _renderer;
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private readonly TextureStorage _parent;
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public ITextureInfo Storage => _parent;
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public int FirstLayer { get; private set; }
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public int FirstLevel { get; private set; }
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public TextureView(
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OpenGLRenderer 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) : base(info, parent.ScaleFactor)
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{
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_renderer = renderer;
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_parent = parent;
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FirstLayer = firstLayer;
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FirstLevel = firstLevel;
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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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int levels = Info.GetLevelsClamped();
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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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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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if (Info.Format == Format.A1B5G5R5Unorm)
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{
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int temp = swizzleRgba[0];
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int temp2 = swizzleRgba[1];
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swizzleRgba[0] = swizzleRgba[3];
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swizzleRgba[1] = swizzleRgba[2];
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swizzleRgba[2] = temp2;
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swizzleRgba[3] = temp;
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}
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else if (Info.Format.IsBgr())
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{
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// Swap B <-> R for BGRA formats, as OpenGL has no support for them
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// and we need to manually swap the components on read/write on the GPU.
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int temp = swizzleRgba[0];
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swizzleRgba[0] = swizzleRgba[2];
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swizzleRgba[2] = temp;
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}
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GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba);
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int maxLevel = 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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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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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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if (!destinationView.Target.IsMultisample() && Target.IsMultisample())
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{
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int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
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_renderer.TextureCopyMS.CopyMSToNonMS(this, destinationView, 0, firstLayer, layers);
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}
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else if (destinationView.Target.IsMultisample() && !Target.IsMultisample())
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{
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int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
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_renderer.TextureCopyMS.CopyNonMSToMS(this, destinationView, 0, firstLayer, layers);
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}
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else
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{
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_renderer.TextureCopy.CopyUnscaled(this, destinationView, 0, firstLayer, 0, firstLevel);
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}
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}
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public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
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{
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TextureView destinationView = (TextureView)destination;
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if (!destinationView.Target.IsMultisample() && Target.IsMultisample())
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{
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_renderer.TextureCopyMS.CopyMSToNonMS(this, destinationView, srcLayer, dstLayer,1);
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}
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else if (destinationView.Target.IsMultisample() && !Target.IsMultisample())
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{
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_renderer.TextureCopyMS.CopyNonMSToMS(this, destinationView, srcLayer, dstLayer, 1);
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}
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else
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{
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_renderer.TextureCopy.CopyUnscaled(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
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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 unsafe ReadOnlySpan<byte> GetData()
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{
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int size = 0;
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int levels = Info.GetLevelsClamped();
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for (int level = 0; level < levels; level++)
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{
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size += Info.GetMipSize(level);
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}
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ReadOnlySpan<byte> data;
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if (HwCapabilities.UsePersistentBufferForFlush)
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{
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data = _renderer.PersistentBuffers.Default.GetTextureData(this, size);
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}
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else
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{
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IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
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WriteTo(target);
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data = new ReadOnlySpan<byte>(target.ToPointer(), size);
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}
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if (Format == Format.S8UintD24Unorm)
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{
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data = FormatConverter.ConvertD24S8ToS8D24(data);
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}
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return data;
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}
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public unsafe ReadOnlySpan<byte> GetData(int layer, int level)
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{
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int size = Info.GetMipSize(level);
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if (HwCapabilities.UsePersistentBufferForFlush)
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{
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return _renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level);
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}
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else
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{
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IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
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int offset = WriteTo2D(target, layer, level);
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return new ReadOnlySpan<byte>(target.ToPointer(), size).Slice(offset);
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}
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}
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public void WriteToPbo(int offset, bool forceBgra)
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{
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WriteTo(IntPtr.Zero + offset, forceBgra);
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}
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public int WriteToPbo2D(int offset, int layer, int level)
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{
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return WriteTo2D(IntPtr.Zero + offset, layer, level);
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}
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private int WriteTo2D(IntPtr data, int layer, int level)
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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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PixelFormat pixelFormat = format.PixelFormat;
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PixelType pixelType = format.PixelType;
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if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
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{
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target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
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}
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int mipSize = Info.GetMipSize2D(level);
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if (format.IsCompressed)
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{
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GL.GetCompressedTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, mipSize, data);
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}
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else if (format.PixelFormat != PixelFormat.DepthStencil)
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{
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GL.GetTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, pixelFormat, pixelType, mipSize, data);
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}
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else
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{
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GL.GetTexImage(target, level, pixelFormat, pixelType, data);
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// The GL function returns all layers. Must return the offset of the layer we're interested in.
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return target switch
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{
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TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
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TextureTarget.Texture1DArray => layer * mipSize,
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TextureTarget.Texture2DArray => layer * mipSize,
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_ => 0
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};
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}
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return 0;
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}
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private void WriteTo(IntPtr data, bool forceBgra = false)
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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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PixelFormat pixelFormat = format.PixelFormat;
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PixelType pixelType = format.PixelType;
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if (forceBgra)
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{
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if (pixelType == PixelType.UnsignedShort565)
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{
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pixelType = PixelType.UnsignedShort565Reversed;
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}
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else if (pixelType == PixelType.UnsignedShort565Reversed)
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{
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pixelType = PixelType.UnsignedShort565;
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}
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else
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{
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pixelFormat = PixelFormat.Bgra;
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}
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}
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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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int levels = Info.GetLevelsClamped();
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for (int level = 0; level < 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, data + faceOffset);
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}
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else
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{
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GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
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}
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}
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data += Info.GetMipSize(level);
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}
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}
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public void SetData(SpanOrArray<byte> data)
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{
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var dataSpan = data.AsSpan();
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if (Format == Format.S8UintD24Unorm)
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{
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dataSpan = FormatConverter.ConvertS8D24ToD24S8(dataSpan);
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}
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unsafe
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{
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fixed (byte* ptr = dataSpan)
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{
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ReadFrom((IntPtr)ptr, dataSpan.Length);
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}
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}
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}
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public void SetData(SpanOrArray<byte> data, int layer, int level)
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{
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var dataSpan = data.AsSpan();
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if (Format == Format.S8UintD24Unorm)
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{
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dataSpan = FormatConverter.ConvertS8D24ToD24S8(dataSpan);
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}
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unsafe
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{
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fixed (byte* ptr = dataSpan)
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{
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int width = Math.Max(Info.Width >> level, 1);
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int height = Math.Max(Info.Height >> level, 1);
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ReadFrom2D((IntPtr)ptr, layer, level, 0, 0, width, height);
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}
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}
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}
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public void SetData(SpanOrArray<byte> data, int layer, int level, Rectangle<int> region)
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{
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var dataSpan = data.AsSpan();
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if (Format == Format.S8UintD24Unorm)
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{
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dataSpan = FormatConverter.ConvertS8D24ToD24S8(dataSpan);
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}
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int wInBlocks = BitUtils.DivRoundUp(region.Width, Info.BlockWidth);
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int hInBlocks = BitUtils.DivRoundUp(region.Height, Info.BlockHeight);
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unsafe
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{
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fixed (byte* ptr = dataSpan)
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{
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ReadFrom2D(
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(IntPtr)ptr,
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layer,
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level,
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region.X,
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region.Y,
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region.Width,
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region.Height,
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BitUtils.AlignUp(wInBlocks * Info.BytesPerPixel, 4) * hInBlocks);
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}
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}
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}
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public void ReadFromPbo(int offset, int size)
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{
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ReadFrom(IntPtr.Zero + offset, size);
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}
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public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
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{
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ReadFrom2D(IntPtr.Zero + offset, layer, level, 0, 0, width, height);
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}
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private void ReadFrom2D(IntPtr data, int layer, int level, int x, int y, int width, int height)
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{
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int mipSize = Info.GetMipSize2D(level);
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ReadFrom2D(data, layer, level, x, y, width, height, mipSize);
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}
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private void ReadFrom2D(IntPtr data, int layer, int level, int x, int y, int width, int height, int mipSize)
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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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switch (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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x,
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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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x,
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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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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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x,
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layer,
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width,
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1,
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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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x,
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layer,
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width,
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1,
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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.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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x,
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y,
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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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x,
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y,
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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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x,
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y,
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layer,
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width,
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height,
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1,
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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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x,
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y,
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layer,
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width,
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height,
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1,
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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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if (format.IsCompressed)
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{
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GL.CompressedTexSubImage2D(
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TextureTarget.TextureCubeMapPositiveX + layer,
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level,
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x,
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y,
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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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TextureTarget.TextureCubeMapPositiveX + layer,
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level,
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x,
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y,
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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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}
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}
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|
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private void ReadFrom(IntPtr data, int size)
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{
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TextureTarget target = Target.Convert();
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int baseLevel = 0;
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// glTexSubImage on cubemap views is broken on Intel, we have to use the storage instead.
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if (Target == Target.Cubemap && HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows)
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{
|
|
GL.ActiveTexture(TextureUnit.Texture0);
|
|
GL.BindTexture(target, Storage.Handle);
|
|
baseLevel = FirstLevel;
|
|
}
|
|
else
|
|
{
|
|
Bind(target, 0);
|
|
}
|
|
|
|
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
|
|
|
|
int width = Info.Width;
|
|
int height = Info.Height;
|
|
int depth = Info.Depth;
|
|
int levels = Info.GetLevelsClamped();
|
|
|
|
int offset = 0;
|
|
|
|
for (int level = 0; level < levels; level++)
|
|
{
|
|
int mipSize = Info.GetMipSize(level);
|
|
|
|
int endOffset = offset + mipSize;
|
|
|
|
if ((uint)endOffset > (uint)size)
|
|
{
|
|
return;
|
|
}
|
|
|
|
switch (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,
|
|
baseLevel + level,
|
|
0,
|
|
0,
|
|
width,
|
|
height,
|
|
format.PixelFormat,
|
|
mipSize / 6,
|
|
data + faceOffset);
|
|
}
|
|
else
|
|
{
|
|
GL.TexSubImage2D(
|
|
TextureTarget.TextureCubeMapPositiveX + face,
|
|
baseLevel + 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 SetStorage(BufferRange buffer)
|
|
{
|
|
throw new NotSupportedException();
|
|
}
|
|
|
|
private void DisposeHandles()
|
|
{
|
|
if (Handle != 0)
|
|
{
|
|
GL.DeleteTexture(Handle);
|
|
|
|
Handle = 0;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Release the view without necessarily disposing the parent if we are the default view.
|
|
/// This allows it to be added to the resource pool and reused later.
|
|
/// </summary>
|
|
public void Release()
|
|
{
|
|
bool hadHandle = Handle != 0;
|
|
|
|
if (_parent.DefaultView != this)
|
|
{
|
|
DisposeHandles();
|
|
}
|
|
|
|
if (hadHandle)
|
|
{
|
|
_parent.DecrementViewsCount();
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
if (_parent.DefaultView == this)
|
|
{
|
|
// Remove the default view (us), so that the texture cannot be released to the cache.
|
|
_parent.DeleteDefault();
|
|
}
|
|
|
|
Release();
|
|
}
|
|
}
|
|
}
|