Move solution and projects to src
This commit is contained in:
149
src/Ryujinx.Graphics.OpenGL/Image/FormatConverter.cs
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149
src/Ryujinx.Graphics.OpenGL/Image/FormatConverter.cs
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@ -0,0 +1,149 @@
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using System;
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using System.Numerics;
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using System.Runtime.InteropServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics.X86;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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static class FormatConverter
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{
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public unsafe static byte[] ConvertS8D24ToD24S8(ReadOnlySpan<byte> data)
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{
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byte[] output = new byte[data.Length];
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int start = 0;
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if (Avx2.IsSupported)
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{
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var mask = Vector256.Create(
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(byte)3, (byte)0, (byte)1, (byte)2,
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(byte)7, (byte)4, (byte)5, (byte)6,
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(byte)11, (byte)8, (byte)9, (byte)10,
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(byte)15, (byte)12, (byte)13, (byte)14,
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(byte)19, (byte)16, (byte)17, (byte)18,
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(byte)23, (byte)20, (byte)21, (byte)22,
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(byte)27, (byte)24, (byte)25, (byte)26,
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(byte)31, (byte)28, (byte)29, (byte)30);
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int sizeAligned = data.Length & ~31;
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fixed (byte* pInput = data, pOutput = output)
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{
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for (uint i = 0; i < sizeAligned; i += 32)
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{
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var dataVec = Avx.LoadVector256(pInput + i);
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dataVec = Avx2.Shuffle(dataVec, mask);
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Avx.Store(pOutput + i, dataVec);
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}
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}
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start = sizeAligned;
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}
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else if (Ssse3.IsSupported)
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{
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var mask = Vector128.Create(
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(byte)3, (byte)0, (byte)1, (byte)2,
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(byte)7, (byte)4, (byte)5, (byte)6,
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(byte)11, (byte)8, (byte)9, (byte)10,
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(byte)15, (byte)12, (byte)13, (byte)14);
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int sizeAligned = data.Length & ~15;
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fixed (byte* pInput = data, pOutput = output)
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{
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for (uint i = 0; i < sizeAligned; i += 16)
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{
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var dataVec = Sse2.LoadVector128(pInput + i);
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dataVec = Ssse3.Shuffle(dataVec, mask);
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Sse2.Store(pOutput + i, dataVec);
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}
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}
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start = sizeAligned;
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}
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var outSpan = MemoryMarshal.Cast<byte, uint>(output);
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var dataSpan = MemoryMarshal.Cast<byte, uint>(data);
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for (int i = start / sizeof(uint); i < dataSpan.Length; i++)
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{
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outSpan[i] = BitOperations.RotateLeft(dataSpan[i], 8);
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}
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return output;
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}
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public unsafe static byte[] ConvertD24S8ToS8D24(ReadOnlySpan<byte> data)
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{
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byte[] output = new byte[data.Length];
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int start = 0;
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if (Avx2.IsSupported)
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{
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var mask = Vector256.Create(
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(byte)1, (byte)2, (byte)3, (byte)0,
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(byte)5, (byte)6, (byte)7, (byte)4,
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(byte)9, (byte)10, (byte)11, (byte)8,
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(byte)13, (byte)14, (byte)15, (byte)12,
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(byte)17, (byte)18, (byte)19, (byte)16,
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(byte)21, (byte)22, (byte)23, (byte)20,
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(byte)25, (byte)26, (byte)27, (byte)24,
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(byte)29, (byte)30, (byte)31, (byte)28);
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int sizeAligned = data.Length & ~31;
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fixed (byte* pInput = data, pOutput = output)
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{
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for (uint i = 0; i < sizeAligned; i += 32)
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{
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var dataVec = Avx.LoadVector256(pInput + i);
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dataVec = Avx2.Shuffle(dataVec, mask);
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Avx.Store(pOutput + i, dataVec);
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}
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}
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start = sizeAligned;
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}
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else if (Ssse3.IsSupported)
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{
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var mask = Vector128.Create(
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(byte)1, (byte)2, (byte)3, (byte)0,
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(byte)5, (byte)6, (byte)7, (byte)4,
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(byte)9, (byte)10, (byte)11, (byte)8,
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(byte)13, (byte)14, (byte)15, (byte)12);
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int sizeAligned = data.Length & ~15;
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fixed (byte* pInput = data, pOutput = output)
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{
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for (uint i = 0; i < sizeAligned; i += 16)
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{
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var dataVec = Sse2.LoadVector128(pInput + i);
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dataVec = Ssse3.Shuffle(dataVec, mask);
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Sse2.Store(pOutput + i, dataVec);
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}
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}
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start = sizeAligned;
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}
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var outSpan = MemoryMarshal.Cast<byte, uint>(output);
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var dataSpan = MemoryMarshal.Cast<byte, uint>(data);
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for (int i = start / sizeof(uint); i < dataSpan.Length; i++)
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{
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outSpan[i] = BitOperations.RotateRight(dataSpan[i], 8);
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}
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return output;
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}
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}
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}
|
14
src/Ryujinx.Graphics.OpenGL/Image/ITextureInfo.cs
Normal file
14
src/Ryujinx.Graphics.OpenGL/Image/ITextureInfo.cs
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@ -0,0 +1,14 @@
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using Ryujinx.Graphics.GAL;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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interface ITextureInfo
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{
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ITextureInfo Storage { get; }
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int Handle { get; }
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int FirstLayer => 0;
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int FirstLevel => 0;
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TextureCreateInfo Info { get; }
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}
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}
|
103
src/Ryujinx.Graphics.OpenGL/Image/IntermmediatePool.cs
Normal file
103
src/Ryujinx.Graphics.OpenGL/Image/IntermmediatePool.cs
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@ -0,0 +1,103 @@
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class IntermediatePool : IDisposable
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||||
{
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private readonly OpenGLRenderer _renderer;
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private readonly List<TextureView> _entries;
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||||
public IntermediatePool(OpenGLRenderer renderer)
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{
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_renderer = renderer;
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_entries = new List<TextureView>();
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}
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public TextureView GetOrCreateWithAtLeast(
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Target target,
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int blockWidth,
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int blockHeight,
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int bytesPerPixel,
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Format format,
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int width,
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int height,
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int depth,
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||||
int levels,
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||||
int samples)
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||||
{
|
||||
TextureView entry;
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for (int i = 0; i < _entries.Count; i++)
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{
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entry = _entries[i];
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|
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if (entry.Target == target && entry.Format == format && entry.Info.Samples == samples)
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{
|
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if (entry.Width < width ||
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entry.Height < height ||
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entry.Info.Depth < depth ||
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entry.Info.Levels < levels)
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||||
{
|
||||
width = Math.Max(width, entry.Width);
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height = Math.Max(height, entry.Height);
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depth = Math.Max(depth, entry.Info.Depth);
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levels = Math.Max(levels, entry.Info.Levels);
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||||
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||||
entry.Dispose();
|
||||
entry = CreateNew(target, blockWidth, blockHeight, bytesPerPixel, format, width, height, depth, levels, samples);
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||||
_entries[i] = entry;
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||||
}
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||||
|
||||
return entry;
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||||
}
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}
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||||
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||||
entry = CreateNew(target, blockWidth, blockHeight, bytesPerPixel, format, width, height, depth, levels, samples);
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||||
_entries.Add(entry);
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||||
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||||
return entry;
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||||
}
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||||
|
||||
private TextureView CreateNew(
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Target target,
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int blockWidth,
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int blockHeight,
|
||||
int bytesPerPixel,
|
||||
Format format,
|
||||
int width,
|
||||
int height,
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||||
int depth,
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||||
int levels,
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int samples)
|
||||
{
|
||||
return (TextureView)_renderer.CreateTexture(new TextureCreateInfo(
|
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width,
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||||
height,
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||||
depth,
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||||
levels,
|
||||
samples,
|
||||
blockWidth,
|
||||
blockHeight,
|
||||
bytesPerPixel,
|
||||
format,
|
||||
DepthStencilMode.Depth,
|
||||
target,
|
||||
SwizzleComponent.Red,
|
||||
SwizzleComponent.Green,
|
||||
SwizzleComponent.Blue,
|
||||
SwizzleComponent.Alpha), 1f);
|
||||
}
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||||
|
||||
public void Dispose()
|
||||
{
|
||||
foreach (TextureView entry in _entries)
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{
|
||||
entry.Dispose();
|
||||
}
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||||
|
||||
_entries.Clear();
|
||||
}
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||||
}
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||||
}
|
64
src/Ryujinx.Graphics.OpenGL/Image/Sampler.cs
Normal file
64
src/Ryujinx.Graphics.OpenGL/Image/Sampler.cs
Normal file
@ -0,0 +1,64 @@
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||||
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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||||
namespace Ryujinx.Graphics.OpenGL.Image
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||||
{
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||||
class Sampler : ISampler
|
||||
{
|
||||
public int Handle { get; private set; }
|
||||
|
||||
public Sampler(SamplerCreateInfo info)
|
||||
{
|
||||
Handle = GL.GenSampler();
|
||||
|
||||
GL.SamplerParameter(Handle, SamplerParameterName.TextureMinFilter, (int)info.MinFilter.Convert());
|
||||
GL.SamplerParameter(Handle, SamplerParameterName.TextureMagFilter, (int)info.MagFilter.Convert());
|
||||
|
||||
if (HwCapabilities.SupportsSeamlessCubemapPerTexture)
|
||||
{
|
||||
GL.SamplerParameter(Handle, (SamplerParameterName)ArbSeamlessCubemapPerTexture.TextureCubeMapSeamless, info.SeamlessCubemap ? 1 : 0);
|
||||
}
|
||||
|
||||
GL.SamplerParameter(Handle, SamplerParameterName.TextureWrapS, (int)info.AddressU.Convert());
|
||||
GL.SamplerParameter(Handle, SamplerParameterName.TextureWrapT, (int)info.AddressV.Convert());
|
||||
GL.SamplerParameter(Handle, SamplerParameterName.TextureWrapR, (int)info.AddressP.Convert());
|
||||
|
||||
GL.SamplerParameter(Handle, SamplerParameterName.TextureCompareMode, (int)info.CompareMode.Convert());
|
||||
GL.SamplerParameter(Handle, SamplerParameterName.TextureCompareFunc, (int)info.CompareOp.Convert());
|
||||
|
||||
unsafe
|
||||
{
|
||||
float* borderColor = stackalloc float[4]
|
||||
{
|
||||
info.BorderColor.Red,
|
||||
info.BorderColor.Green,
|
||||
info.BorderColor.Blue,
|
||||
info.BorderColor.Alpha
|
||||
};
|
||||
|
||||
GL.SamplerParameter(Handle, SamplerParameterName.TextureBorderColor, borderColor);
|
||||
}
|
||||
|
||||
GL.SamplerParameter(Handle, SamplerParameterName.TextureMinLod, info.MinLod);
|
||||
GL.SamplerParameter(Handle, SamplerParameterName.TextureMaxLod, info.MaxLod);
|
||||
GL.SamplerParameter(Handle, SamplerParameterName.TextureLodBias, info.MipLodBias);
|
||||
|
||||
GL.SamplerParameter(Handle, SamplerParameterName.TextureMaxAnisotropyExt, info.MaxAnisotropy);
|
||||
}
|
||||
|
||||
public void Bind(int unit)
|
||||
{
|
||||
GL.BindSampler(unit, Handle);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (Handle != 0)
|
||||
{
|
||||
GL.DeleteSampler(Handle);
|
||||
|
||||
Handle = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
44
src/Ryujinx.Graphics.OpenGL/Image/TextureBase.cs
Normal file
44
src/Ryujinx.Graphics.OpenGL/Image/TextureBase.cs
Normal file
@ -0,0 +1,44 @@
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
|
||||
namespace Ryujinx.Graphics.OpenGL.Image
|
||||
{
|
||||
class TextureBase
|
||||
{
|
||||
public int Handle { get; protected set; }
|
||||
|
||||
public TextureCreateInfo Info { get; }
|
||||
|
||||
public int Width => Info.Width;
|
||||
public int Height => Info.Height;
|
||||
public float ScaleFactor { get; }
|
||||
|
||||
public Target Target => Info.Target;
|
||||
public Format Format => Info.Format;
|
||||
|
||||
public TextureBase(TextureCreateInfo info, float scaleFactor = 1f)
|
||||
{
|
||||
Info = info;
|
||||
ScaleFactor = scaleFactor;
|
||||
|
||||
Handle = GL.GenTexture();
|
||||
}
|
||||
|
||||
public void Bind(int unit)
|
||||
{
|
||||
Bind(Target.Convert(), unit);
|
||||
}
|
||||
|
||||
protected void Bind(TextureTarget target, int unit)
|
||||
{
|
||||
GL.ActiveTexture(TextureUnit.Texture0 + unit);
|
||||
GL.BindTexture(target, Handle);
|
||||
}
|
||||
|
||||
public static void ClearBinding(int unit)
|
||||
{
|
||||
GL.ActiveTexture(TextureUnit.Texture0 + unit);
|
||||
GL.BindTextureUnit(unit, 0);
|
||||
}
|
||||
}
|
||||
}
|
108
src/Ryujinx.Graphics.OpenGL/Image/TextureBuffer.cs
Normal file
108
src/Ryujinx.Graphics.OpenGL/Image/TextureBuffer.cs
Normal file
@ -0,0 +1,108 @@
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using Ryujinx.Common.Memory;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.OpenGL.Image
|
||||
{
|
||||
class TextureBuffer : TextureBase, ITexture
|
||||
{
|
||||
private OpenGLRenderer _renderer;
|
||||
private int _bufferOffset;
|
||||
private int _bufferSize;
|
||||
private int _bufferCount;
|
||||
|
||||
private BufferHandle _buffer;
|
||||
|
||||
public TextureBuffer(OpenGLRenderer renderer, TextureCreateInfo info) : base(info)
|
||||
{
|
||||
_renderer = renderer;
|
||||
}
|
||||
|
||||
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
|
||||
{
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
|
||||
public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
|
||||
{
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
|
||||
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
|
||||
{
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
|
||||
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
|
||||
{
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
|
||||
public PinnedSpan<byte> GetData()
|
||||
{
|
||||
return Buffer.GetData(_renderer, _buffer, _bufferOffset, _bufferSize);
|
||||
}
|
||||
|
||||
public PinnedSpan<byte> GetData(int layer, int level)
|
||||
{
|
||||
return GetData();
|
||||
}
|
||||
|
||||
public void SetData(SpanOrArray<byte> data)
|
||||
{
|
||||
var dataSpan = data.AsSpan();
|
||||
|
||||
Buffer.SetData(_buffer, _bufferOffset, dataSpan.Slice(0, Math.Min(dataSpan.Length, _bufferSize)));
|
||||
}
|
||||
|
||||
public void SetData(SpanOrArray<byte> data, int layer, int level)
|
||||
{
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
|
||||
public void SetData(SpanOrArray<byte> data, int layer, int level, Rectangle<int> region)
|
||||
{
|
||||
throw new NotSupportedException();
|
||||
}
|
||||
|
||||
public void SetStorage(BufferRange buffer)
|
||||
{
|
||||
if (_buffer != BufferHandle.Null &&
|
||||
_buffer == buffer.Handle &&
|
||||
buffer.Offset == _bufferOffset &&
|
||||
buffer.Size == _bufferSize &&
|
||||
_renderer.BufferCount == _bufferCount)
|
||||
{
|
||||
// Only rebind the buffer when more have been created.
|
||||
return;
|
||||
}
|
||||
|
||||
_buffer = buffer.Handle;
|
||||
_bufferOffset = buffer.Offset;
|
||||
_bufferSize = buffer.Size;
|
||||
_bufferCount = _renderer.BufferCount;
|
||||
|
||||
Bind(0);
|
||||
|
||||
SizedInternalFormat format = (SizedInternalFormat)FormatTable.GetFormatInfo(Info.Format).PixelInternalFormat;
|
||||
|
||||
GL.TexBufferRange(TextureBufferTarget.TextureBuffer, format, _buffer.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (Handle != 0)
|
||||
{
|
||||
GL.DeleteTexture(Handle);
|
||||
|
||||
Handle = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public void Release()
|
||||
{
|
||||
Dispose();
|
||||
}
|
||||
}
|
||||
}
|
524
src/Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs
Normal file
524
src/Ryujinx.Graphics.OpenGL/Image/TextureCopy.cs
Normal file
@ -0,0 +1,524 @@
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using Ryujinx.Common;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.OpenGL.Image
|
||||
{
|
||||
class TextureCopy : IDisposable
|
||||
{
|
||||
private readonly OpenGLRenderer _renderer;
|
||||
|
||||
private int _srcFramebuffer;
|
||||
private int _dstFramebuffer;
|
||||
|
||||
private int _copyPboHandle;
|
||||
private int _copyPboSize;
|
||||
|
||||
public IntermediatePool IntermediatePool { get; }
|
||||
|
||||
public TextureCopy(OpenGLRenderer renderer)
|
||||
{
|
||||
_renderer = renderer;
|
||||
IntermediatePool = new IntermediatePool(renderer);
|
||||
}
|
||||
|
||||
public void Copy(
|
||||
TextureView src,
|
||||
TextureView dst,
|
||||
Extents2D srcRegion,
|
||||
Extents2D dstRegion,
|
||||
bool linearFilter,
|
||||
int srcLayer = 0,
|
||||
int dstLayer = 0,
|
||||
int srcLevel = 0,
|
||||
int dstLevel = 0)
|
||||
{
|
||||
int levels = Math.Min(src.Info.Levels - srcLevel, dst.Info.Levels - dstLevel);
|
||||
int layers = Math.Min(src.Info.GetLayers() - srcLayer, dst.Info.GetLayers() - dstLayer);
|
||||
|
||||
Copy(src, dst, srcRegion, dstRegion, linearFilter, srcLayer, dstLayer, srcLevel, dstLevel, layers, levels);
|
||||
}
|
||||
|
||||
public void Copy(
|
||||
TextureView src,
|
||||
TextureView dst,
|
||||
Extents2D srcRegion,
|
||||
Extents2D dstRegion,
|
||||
bool linearFilter,
|
||||
int srcLayer,
|
||||
int dstLayer,
|
||||
int srcLevel,
|
||||
int dstLevel,
|
||||
int layers,
|
||||
int levels)
|
||||
{
|
||||
TextureView srcConverted = src.Format.IsBgr() != dst.Format.IsBgr() ? BgraSwap(src) : src;
|
||||
|
||||
(int oldDrawFramebufferHandle, int oldReadFramebufferHandle) = ((Pipeline)_renderer.Pipeline).GetBoundFramebuffers();
|
||||
|
||||
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, GetSrcFramebufferLazy());
|
||||
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, GetDstFramebufferLazy());
|
||||
|
||||
if (srcLevel != 0)
|
||||
{
|
||||
srcRegion = srcRegion.Reduce(srcLevel);
|
||||
}
|
||||
|
||||
if (dstLevel != 0)
|
||||
{
|
||||
dstRegion = dstRegion.Reduce(dstLevel);
|
||||
}
|
||||
|
||||
for (int level = 0; level < levels; level++)
|
||||
{
|
||||
for (int layer = 0; layer < layers; layer++)
|
||||
{
|
||||
if ((srcLayer | dstLayer) != 0 || layers > 1)
|
||||
{
|
||||
Attach(FramebufferTarget.ReadFramebuffer, src.Format, srcConverted.Handle, srcLevel + level, srcLayer + layer);
|
||||
Attach(FramebufferTarget.DrawFramebuffer, dst.Format, dst.Handle, dstLevel + level, dstLayer + layer);
|
||||
}
|
||||
else
|
||||
{
|
||||
Attach(FramebufferTarget.ReadFramebuffer, src.Format, srcConverted.Handle, srcLevel + level);
|
||||
Attach(FramebufferTarget.DrawFramebuffer, dst.Format, dst.Handle, dstLevel + level);
|
||||
}
|
||||
|
||||
ClearBufferMask mask = GetMask(src.Format);
|
||||
|
||||
if ((mask & (ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit)) != 0 || src.Format.IsInteger())
|
||||
{
|
||||
linearFilter = false;
|
||||
}
|
||||
|
||||
BlitFramebufferFilter filter = linearFilter
|
||||
? BlitFramebufferFilter.Linear
|
||||
: BlitFramebufferFilter.Nearest;
|
||||
|
||||
GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
|
||||
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
|
||||
|
||||
GL.Disable(EnableCap.RasterizerDiscard);
|
||||
GL.Disable(IndexedEnableCap.ScissorTest, 0);
|
||||
|
||||
GL.BlitFramebuffer(
|
||||
srcRegion.X1,
|
||||
srcRegion.Y1,
|
||||
srcRegion.X2,
|
||||
srcRegion.Y2,
|
||||
dstRegion.X1,
|
||||
dstRegion.Y1,
|
||||
dstRegion.X2,
|
||||
dstRegion.Y2,
|
||||
mask,
|
||||
filter);
|
||||
}
|
||||
|
||||
if (level < levels - 1)
|
||||
{
|
||||
srcRegion = srcRegion.Reduce(1);
|
||||
dstRegion = dstRegion.Reduce(1);
|
||||
}
|
||||
}
|
||||
|
||||
Attach(FramebufferTarget.ReadFramebuffer, src.Format, 0);
|
||||
Attach(FramebufferTarget.DrawFramebuffer, dst.Format, 0);
|
||||
|
||||
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
|
||||
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
|
||||
|
||||
((Pipeline)_renderer.Pipeline).RestoreScissor0Enable();
|
||||
((Pipeline)_renderer.Pipeline).RestoreRasterizerDiscard();
|
||||
|
||||
if (srcConverted != src)
|
||||
{
|
||||
srcConverted.Dispose();
|
||||
}
|
||||
}
|
||||
|
||||
public void CopyUnscaled(
|
||||
ITextureInfo src,
|
||||
ITextureInfo dst,
|
||||
int srcLayer,
|
||||
int dstLayer,
|
||||
int srcLevel,
|
||||
int dstLevel)
|
||||
{
|
||||
TextureCreateInfo srcInfo = src.Info;
|
||||
TextureCreateInfo dstInfo = dst.Info;
|
||||
|
||||
int srcDepth = srcInfo.GetDepthOrLayers();
|
||||
int srcLevels = srcInfo.Levels;
|
||||
|
||||
int dstDepth = dstInfo.GetDepthOrLayers();
|
||||
int dstLevels = dstInfo.Levels;
|
||||
|
||||
if (dstInfo.Target == Target.Texture3D)
|
||||
{
|
||||
dstDepth = Math.Max(1, dstDepth >> dstLevel);
|
||||
}
|
||||
|
||||
int depth = Math.Min(srcDepth, dstDepth);
|
||||
int levels = Math.Min(srcLevels, dstLevels);
|
||||
|
||||
CopyUnscaled(src, dst, srcLayer, dstLayer, srcLevel, dstLevel, depth, levels);
|
||||
}
|
||||
|
||||
public void CopyUnscaled(
|
||||
ITextureInfo src,
|
||||
ITextureInfo dst,
|
||||
int srcLayer,
|
||||
int dstLayer,
|
||||
int srcLevel,
|
||||
int dstLevel,
|
||||
int depth,
|
||||
int levels)
|
||||
{
|
||||
TextureCreateInfo srcInfo = src.Info;
|
||||
TextureCreateInfo dstInfo = dst.Info;
|
||||
|
||||
int srcHandle = src.Handle;
|
||||
int dstHandle = dst.Handle;
|
||||
|
||||
int srcWidth = srcInfo.Width;
|
||||
int srcHeight = srcInfo.Height;
|
||||
|
||||
int dstWidth = dstInfo.Width;
|
||||
int dstHeight = dstInfo.Height;
|
||||
|
||||
srcWidth = Math.Max(1, srcWidth >> srcLevel);
|
||||
srcHeight = Math.Max(1, srcHeight >> srcLevel);
|
||||
|
||||
dstWidth = Math.Max(1, dstWidth >> dstLevel);
|
||||
dstHeight = Math.Max(1, dstHeight >> dstLevel);
|
||||
|
||||
int blockWidth = 1;
|
||||
int blockHeight = 1;
|
||||
bool sizeInBlocks = false;
|
||||
|
||||
// When copying from a compressed to a non-compressed format,
|
||||
// the non-compressed texture will have the size of the texture
|
||||
// in blocks (not in texels), so we must adjust that size to
|
||||
// match the size in texels of the compressed texture.
|
||||
if (!srcInfo.IsCompressed && dstInfo.IsCompressed)
|
||||
{
|
||||
srcWidth *= dstInfo.BlockWidth;
|
||||
srcHeight *= dstInfo.BlockHeight;
|
||||
blockWidth = dstInfo.BlockWidth;
|
||||
blockHeight = dstInfo.BlockHeight;
|
||||
|
||||
sizeInBlocks = true;
|
||||
}
|
||||
else if (srcInfo.IsCompressed && !dstInfo.IsCompressed)
|
||||
{
|
||||
dstWidth *= srcInfo.BlockWidth;
|
||||
dstHeight *= srcInfo.BlockHeight;
|
||||
blockWidth = srcInfo.BlockWidth;
|
||||
blockHeight = srcInfo.BlockHeight;
|
||||
}
|
||||
|
||||
int width = Math.Min(srcWidth, dstWidth);
|
||||
int height = Math.Min(srcHeight, dstHeight);
|
||||
|
||||
for (int level = 0; level < levels; level++)
|
||||
{
|
||||
// Stop copy if we are already out of the levels range.
|
||||
if (level >= srcInfo.Levels || dstLevel + level >= dstInfo.Levels)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
if ((width % blockWidth != 0 || height % blockHeight != 0) && src is TextureView srcView && dst is TextureView dstView)
|
||||
{
|
||||
PboCopy(srcView, dstView, srcLayer, dstLayer, srcLevel + level, dstLevel + level, width, height);
|
||||
}
|
||||
else
|
||||
{
|
||||
int copyWidth = sizeInBlocks ? BitUtils.DivRoundUp(width, blockWidth) : width;
|
||||
int copyHeight = sizeInBlocks ? BitUtils.DivRoundUp(height, blockHeight) : height;
|
||||
|
||||
if (HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows)
|
||||
{
|
||||
GL.CopyImageSubData(
|
||||
src.Storage.Handle,
|
||||
src.Storage.Info.Target.ConvertToImageTarget(),
|
||||
src.FirstLevel + srcLevel + level,
|
||||
0,
|
||||
0,
|
||||
src.FirstLayer + srcLayer,
|
||||
dst.Storage.Handle,
|
||||
dst.Storage.Info.Target.ConvertToImageTarget(),
|
||||
dst.FirstLevel + dstLevel + level,
|
||||
0,
|
||||
0,
|
||||
dst.FirstLayer + dstLayer,
|
||||
copyWidth,
|
||||
copyHeight,
|
||||
depth);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.CopyImageSubData(
|
||||
srcHandle,
|
||||
srcInfo.Target.ConvertToImageTarget(),
|
||||
srcLevel + level,
|
||||
0,
|
||||
0,
|
||||
srcLayer,
|
||||
dstHandle,
|
||||
dstInfo.Target.ConvertToImageTarget(),
|
||||
dstLevel + level,
|
||||
0,
|
||||
0,
|
||||
dstLayer,
|
||||
copyWidth,
|
||||
copyHeight,
|
||||
depth);
|
||||
}
|
||||
}
|
||||
|
||||
width = Math.Max(1, width >> 1);
|
||||
height = Math.Max(1, height >> 1);
|
||||
|
||||
if (srcInfo.Target == Target.Texture3D)
|
||||
{
|
||||
depth = Math.Max(1, depth >> 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static FramebufferAttachment AttachmentForFormat(Format format)
|
||||
{
|
||||
if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint)
|
||||
{
|
||||
return FramebufferAttachment.DepthStencilAttachment;
|
||||
}
|
||||
else if (IsDepthOnly(format))
|
||||
{
|
||||
return FramebufferAttachment.DepthAttachment;
|
||||
}
|
||||
else if (format == Format.S8Uint)
|
||||
{
|
||||
return FramebufferAttachment.StencilAttachment;
|
||||
}
|
||||
else
|
||||
{
|
||||
return FramebufferAttachment.ColorAttachment0;
|
||||
}
|
||||
}
|
||||
|
||||
private static void Attach(FramebufferTarget target, Format format, int handle, int level = 0)
|
||||
{
|
||||
FramebufferAttachment attachment = AttachmentForFormat(format);
|
||||
|
||||
GL.FramebufferTexture(target, attachment, handle, level);
|
||||
}
|
||||
|
||||
private static void Attach(FramebufferTarget target, Format format, int handle, int level, int layer)
|
||||
{
|
||||
FramebufferAttachment attachment = AttachmentForFormat(format);
|
||||
|
||||
GL.FramebufferTextureLayer(target, attachment, handle, level, layer);
|
||||
}
|
||||
|
||||
private static ClearBufferMask GetMask(Format format)
|
||||
{
|
||||
if (format == Format.D24UnormS8Uint || format == Format.D32FloatS8Uint || format == Format.S8UintD24Unorm)
|
||||
{
|
||||
return ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit;
|
||||
}
|
||||
else if (IsDepthOnly(format))
|
||||
{
|
||||
return ClearBufferMask.DepthBufferBit;
|
||||
}
|
||||
else if (format == Format.S8Uint)
|
||||
{
|
||||
return ClearBufferMask.StencilBufferBit;
|
||||
}
|
||||
else
|
||||
{
|
||||
return ClearBufferMask.ColorBufferBit;
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsDepthOnly(Format format)
|
||||
{
|
||||
return format == Format.D16Unorm || format == Format.D32Float;
|
||||
}
|
||||
|
||||
public TextureView BgraSwap(TextureView from)
|
||||
{
|
||||
TextureView to = (TextureView)_renderer.CreateTexture(from.Info, from.ScaleFactor);
|
||||
|
||||
EnsurePbo(from);
|
||||
|
||||
GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyPboHandle);
|
||||
|
||||
from.WriteToPbo(0, forceBgra: true);
|
||||
|
||||
GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
|
||||
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, _copyPboHandle);
|
||||
|
||||
to.ReadFromPbo(0, _copyPboSize);
|
||||
|
||||
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
|
||||
|
||||
return to;
|
||||
}
|
||||
|
||||
private TextureView PboCopy(TextureView from, TextureView to, int srcLayer, int dstLayer, int srcLevel, int dstLevel, int width, int height)
|
||||
{
|
||||
int dstWidth = width;
|
||||
int dstHeight = height;
|
||||
|
||||
// The size of the source texture.
|
||||
int unpackWidth = from.Width;
|
||||
int unpackHeight = from.Height;
|
||||
|
||||
if (from.Info.IsCompressed != to.Info.IsCompressed)
|
||||
{
|
||||
if (from.Info.IsCompressed)
|
||||
{
|
||||
// Dest size is in pixels, but should be in blocks
|
||||
dstWidth = BitUtils.DivRoundUp(width, from.Info.BlockWidth);
|
||||
dstHeight = BitUtils.DivRoundUp(height, from.Info.BlockHeight);
|
||||
|
||||
// When copying from a compressed texture, the source size must be taken in blocks for unpacking to the uncompressed block texture.
|
||||
unpackWidth = BitUtils.DivRoundUp(from.Info.Width, from.Info.BlockWidth);
|
||||
unpackHeight = BitUtils.DivRoundUp(from.Info.Height, from.Info.BlockHeight);
|
||||
}
|
||||
else
|
||||
{
|
||||
// When copying to a compressed texture, the source size must be scaled by the block width for unpacking on the compressed target.
|
||||
unpackWidth = from.Info.Width * to.Info.BlockWidth;
|
||||
unpackHeight = from.Info.Height * to.Info.BlockHeight;
|
||||
}
|
||||
}
|
||||
|
||||
EnsurePbo(from);
|
||||
|
||||
GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyPboHandle);
|
||||
|
||||
// The source texture is written out in full, then the destination is taken as a slice from the data using unpack params.
|
||||
// The offset points to the base at which the requested layer is at.
|
||||
|
||||
int offset = from.WriteToPbo2D(0, srcLayer, srcLevel);
|
||||
|
||||
// If the destination size is not an exact match for the source unpack parameters, we need to set them to slice the data correctly.
|
||||
|
||||
bool slice = (unpackWidth != dstWidth || unpackHeight != dstHeight);
|
||||
|
||||
if (slice)
|
||||
{
|
||||
// Set unpack parameters to take a slice of width/height:
|
||||
GL.PixelStore(PixelStoreParameter.UnpackRowLength, unpackWidth);
|
||||
GL.PixelStore(PixelStoreParameter.UnpackImageHeight, unpackHeight);
|
||||
|
||||
if (to.Info.IsCompressed)
|
||||
{
|
||||
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockWidth, to.Info.BlockWidth);
|
||||
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockHeight, to.Info.BlockHeight);
|
||||
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockDepth, 1);
|
||||
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockSize, to.Info.BytesPerPixel);
|
||||
}
|
||||
}
|
||||
|
||||
GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
|
||||
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, _copyPboHandle);
|
||||
|
||||
to.ReadFromPbo2D(offset, dstLayer, dstLevel, dstWidth, dstHeight);
|
||||
|
||||
if (slice)
|
||||
{
|
||||
// Reset unpack parameters
|
||||
GL.PixelStore(PixelStoreParameter.UnpackRowLength, 0);
|
||||
GL.PixelStore(PixelStoreParameter.UnpackImageHeight, 0);
|
||||
|
||||
if (to.Info.IsCompressed)
|
||||
{
|
||||
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockWidth, 0);
|
||||
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockHeight, 0);
|
||||
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockDepth, 0);
|
||||
GL.PixelStore(PixelStoreParameter.UnpackCompressedBlockSize, 0);
|
||||
}
|
||||
}
|
||||
|
||||
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
|
||||
|
||||
return to;
|
||||
}
|
||||
|
||||
private void EnsurePbo(TextureView view)
|
||||
{
|
||||
int requiredSize = 0;
|
||||
|
||||
for (int level = 0; level < view.Info.Levels; level++)
|
||||
{
|
||||
requiredSize += view.Info.GetMipSize(level);
|
||||
}
|
||||
|
||||
if (_copyPboSize < requiredSize && _copyPboHandle != 0)
|
||||
{
|
||||
GL.DeleteBuffer(_copyPboHandle);
|
||||
|
||||
_copyPboHandle = 0;
|
||||
}
|
||||
|
||||
if (_copyPboHandle == 0)
|
||||
{
|
||||
_copyPboHandle = GL.GenBuffer();
|
||||
_copyPboSize = requiredSize;
|
||||
|
||||
GL.BindBuffer(BufferTarget.PixelPackBuffer, _copyPboHandle);
|
||||
GL.BufferData(BufferTarget.PixelPackBuffer, requiredSize, IntPtr.Zero, BufferUsageHint.DynamicCopy);
|
||||
}
|
||||
}
|
||||
|
||||
private int GetSrcFramebufferLazy()
|
||||
{
|
||||
if (_srcFramebuffer == 0)
|
||||
{
|
||||
_srcFramebuffer = GL.GenFramebuffer();
|
||||
}
|
||||
|
||||
return _srcFramebuffer;
|
||||
}
|
||||
|
||||
private int GetDstFramebufferLazy()
|
||||
{
|
||||
if (_dstFramebuffer == 0)
|
||||
{
|
||||
_dstFramebuffer = GL.GenFramebuffer();
|
||||
}
|
||||
|
||||
return _dstFramebuffer;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
if (_srcFramebuffer != 0)
|
||||
{
|
||||
GL.DeleteFramebuffer(_srcFramebuffer);
|
||||
|
||||
_srcFramebuffer = 0;
|
||||
}
|
||||
|
||||
if (_dstFramebuffer != 0)
|
||||
{
|
||||
GL.DeleteFramebuffer(_dstFramebuffer);
|
||||
|
||||
_dstFramebuffer = 0;
|
||||
}
|
||||
|
||||
if (_copyPboHandle != 0)
|
||||
{
|
||||
GL.DeleteBuffer(_copyPboHandle);
|
||||
|
||||
_copyPboHandle = 0;
|
||||
}
|
||||
|
||||
IntermediatePool.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
252
src/Ryujinx.Graphics.OpenGL/Image/TextureCopyIncompatible.cs
Normal file
252
src/Ryujinx.Graphics.OpenGL/Image/TextureCopyIncompatible.cs
Normal file
@ -0,0 +1,252 @@
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Globalization;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Ryujinx.Graphics.OpenGL.Image
|
||||
{
|
||||
class TextureCopyIncompatible
|
||||
{
|
||||
private const string ComputeShaderShortening = @"#version 450 core
|
||||
|
||||
layout (binding = 0, $SRC_FORMAT$) uniform uimage2D src;
|
||||
layout (binding = 1, $DST_FORMAT$) uniform uimage2D dst;
|
||||
|
||||
layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
|
||||
|
||||
void main()
|
||||
{
|
||||
uvec2 coords = gl_GlobalInvocationID.xy;
|
||||
ivec2 imageSz = imageSize(src);
|
||||
|
||||
if (int(coords.x) >= imageSz.x || int(coords.y) >= imageSz.y)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
uint coordsShifted = coords.x << $RATIO_LOG2$;
|
||||
|
||||
uvec2 dstCoords0 = uvec2(coordsShifted, coords.y);
|
||||
uvec2 dstCoords1 = uvec2(coordsShifted + 1, coords.y);
|
||||
uvec2 dstCoords2 = uvec2(coordsShifted + 2, coords.y);
|
||||
uvec2 dstCoords3 = uvec2(coordsShifted + 3, coords.y);
|
||||
|
||||
uvec4 rgba = imageLoad(src, ivec2(coords));
|
||||
|
||||
imageStore(dst, ivec2(dstCoords0), rgba.rrrr);
|
||||
imageStore(dst, ivec2(dstCoords1), rgba.gggg);
|
||||
imageStore(dst, ivec2(dstCoords2), rgba.bbbb);
|
||||
imageStore(dst, ivec2(dstCoords3), rgba.aaaa);
|
||||
}";
|
||||
|
||||
private const string ComputeShaderWidening = @"#version 450 core
|
||||
|
||||
layout (binding = 0, $SRC_FORMAT$) uniform uimage2D src;
|
||||
layout (binding = 1, $DST_FORMAT$) uniform uimage2D dst;
|
||||
|
||||
layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
|
||||
|
||||
void main()
|
||||
{
|
||||
uvec2 coords = gl_GlobalInvocationID.xy;
|
||||
ivec2 imageSz = imageSize(dst);
|
||||
|
||||
if (int(coords.x) >= imageSz.x || int(coords.y) >= imageSz.y)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
uvec2 srcCoords = uvec2(coords.x << $RATIO_LOG2$, coords.y);
|
||||
|
||||
uint r = imageLoad(src, ivec2(srcCoords) + ivec2(0, 0)).r;
|
||||
uint g = imageLoad(src, ivec2(srcCoords) + ivec2(1, 0)).r;
|
||||
uint b = imageLoad(src, ivec2(srcCoords) + ivec2(2, 0)).r;
|
||||
uint a = imageLoad(src, ivec2(srcCoords) + ivec2(3, 0)).r;
|
||||
|
||||
imageStore(dst, ivec2(coords), uvec4(r, g, b, a));
|
||||
}";
|
||||
|
||||
private readonly OpenGLRenderer _renderer;
|
||||
private readonly Dictionary<int, int> _shorteningProgramHandles;
|
||||
private readonly Dictionary<int, int> _wideningProgramHandles;
|
||||
|
||||
public TextureCopyIncompatible(OpenGLRenderer renderer)
|
||||
{
|
||||
_renderer = renderer;
|
||||
_shorteningProgramHandles = new Dictionary<int, int>();
|
||||
_wideningProgramHandles = new Dictionary<int, int>();
|
||||
}
|
||||
|
||||
public void CopyIncompatibleFormats(ITextureInfo src, ITextureInfo dst, int srcLayer, int dstLayer, int srcLevel, int dstLevel, int depth, int levels)
|
||||
{
|
||||
TextureCreateInfo srcInfo = src.Info;
|
||||
TextureCreateInfo dstInfo = dst.Info;
|
||||
|
||||
int srcBpp = src.Info.BytesPerPixel;
|
||||
int dstBpp = dst.Info.BytesPerPixel;
|
||||
|
||||
// Calculate ideal component size, given our constraints:
|
||||
// - Component size must not exceed bytes per pixel of source and destination image formats.
|
||||
// - Maximum component size is 4 (R32).
|
||||
int componentSize = Math.Min(Math.Min(srcBpp, dstBpp), 4);
|
||||
|
||||
int srcComponentsCount = srcBpp / componentSize;
|
||||
int dstComponentsCount = dstBpp / componentSize;
|
||||
|
||||
var srcFormat = GetFormat(componentSize, srcComponentsCount);
|
||||
var dstFormat = GetFormat(componentSize, dstComponentsCount);
|
||||
|
||||
GL.UseProgram(srcBpp < dstBpp
|
||||
? GetWideningShader(componentSize, srcComponentsCount, dstComponentsCount)
|
||||
: GetShorteningShader(componentSize, srcComponentsCount, dstComponentsCount));
|
||||
|
||||
for (int l = 0; l < levels; l++)
|
||||
{
|
||||
int srcWidth = Math.Max(1, src.Info.Width >> l);
|
||||
int srcHeight = Math.Max(1, src.Info.Height >> l);
|
||||
|
||||
int dstWidth = Math.Max(1, dst.Info.Width >> l);
|
||||
int dstHeight = Math.Max(1, dst.Info.Height >> l);
|
||||
|
||||
int width = Math.Min(srcWidth, dstWidth);
|
||||
int height = Math.Min(srcHeight, dstHeight);
|
||||
|
||||
for (int z = 0; z < depth; z++)
|
||||
{
|
||||
GL.BindImageTexture(0, src.Handle, srcLevel + l, false, srcLayer + z, TextureAccess.ReadOnly, srcFormat);
|
||||
GL.BindImageTexture(1, dst.Handle, dstLevel + l, false, dstLayer + z, TextureAccess.WriteOnly, dstFormat);
|
||||
|
||||
GL.DispatchCompute((width + 31) / 32, (height + 31) / 32, 1);
|
||||
}
|
||||
}
|
||||
|
||||
Pipeline pipeline = (Pipeline)_renderer.Pipeline;
|
||||
|
||||
pipeline.RestoreProgram();
|
||||
pipeline.RestoreImages1And2();
|
||||
}
|
||||
|
||||
private static SizedInternalFormat GetFormat(int componentSize, int componentsCount)
|
||||
{
|
||||
if (componentSize == 1)
|
||||
{
|
||||
return componentsCount switch
|
||||
{
|
||||
1 => SizedInternalFormat.R8ui,
|
||||
2 => SizedInternalFormat.Rg8ui,
|
||||
4 => SizedInternalFormat.Rgba8ui,
|
||||
_ => throw new ArgumentException($"Invalid components count {componentsCount}.")
|
||||
};
|
||||
}
|
||||
else if (componentSize == 2)
|
||||
{
|
||||
return componentsCount switch
|
||||
{
|
||||
1 => SizedInternalFormat.R16ui,
|
||||
2 => SizedInternalFormat.Rg16ui,
|
||||
4 => SizedInternalFormat.Rgba16ui,
|
||||
_ => throw new ArgumentException($"Invalid components count {componentsCount}.")
|
||||
};
|
||||
}
|
||||
else if (componentSize == 4)
|
||||
{
|
||||
return componentsCount switch
|
||||
{
|
||||
1 => SizedInternalFormat.R32ui,
|
||||
2 => SizedInternalFormat.Rg32ui,
|
||||
4 => SizedInternalFormat.Rgba32ui,
|
||||
_ => throw new ArgumentException($"Invalid components count {componentsCount}.")
|
||||
};
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new ArgumentException($"Invalid component size {componentSize}.");
|
||||
}
|
||||
}
|
||||
|
||||
private int GetShorteningShader(int componentSize, int srcComponentsCount, int dstComponentsCount)
|
||||
{
|
||||
return GetShader(ComputeShaderShortening, _shorteningProgramHandles, componentSize, srcComponentsCount, dstComponentsCount);
|
||||
}
|
||||
|
||||
private int GetWideningShader(int componentSize, int srcComponentsCount, int dstComponentsCount)
|
||||
{
|
||||
return GetShader(ComputeShaderWidening, _wideningProgramHandles, componentSize, srcComponentsCount, dstComponentsCount);
|
||||
}
|
||||
|
||||
private int GetShader(
|
||||
string code,
|
||||
Dictionary<int, int> programHandles,
|
||||
int componentSize,
|
||||
int srcComponentsCount,
|
||||
int dstComponentsCount)
|
||||
{
|
||||
int componentSizeLog2 = BitOperations.Log2((uint)componentSize);
|
||||
|
||||
int srcIndex = componentSizeLog2 + BitOperations.Log2((uint)srcComponentsCount) * 3;
|
||||
int dstIndex = componentSizeLog2 + BitOperations.Log2((uint)dstComponentsCount) * 3;
|
||||
|
||||
int key = srcIndex | (dstIndex << 8);
|
||||
|
||||
if (!programHandles.TryGetValue(key, out int programHandle))
|
||||
{
|
||||
int csHandle = GL.CreateShader(ShaderType.ComputeShader);
|
||||
|
||||
string[] formatTable = new[] { "r8ui", "r16ui", "r32ui", "rg8ui", "rg16ui", "rg32ui", "rgba8ui", "rgba16ui", "rgba32ui" };
|
||||
|
||||
string srcFormat = formatTable[srcIndex];
|
||||
string dstFormat = formatTable[dstIndex];
|
||||
|
||||
int srcBpp = srcComponentsCount * componentSize;
|
||||
int dstBpp = dstComponentsCount * componentSize;
|
||||
|
||||
int ratio = srcBpp < dstBpp ? dstBpp / srcBpp : srcBpp / dstBpp;
|
||||
int ratioLog2 = BitOperations.Log2((uint)ratio);
|
||||
|
||||
GL.ShaderSource(csHandle, code
|
||||
.Replace("$SRC_FORMAT$", srcFormat)
|
||||
.Replace("$DST_FORMAT$", dstFormat)
|
||||
.Replace("$RATIO_LOG2$", ratioLog2.ToString(CultureInfo.InvariantCulture)));
|
||||
|
||||
GL.CompileShader(csHandle);
|
||||
|
||||
programHandle = GL.CreateProgram();
|
||||
|
||||
GL.AttachShader(programHandle, csHandle);
|
||||
GL.LinkProgram(programHandle);
|
||||
GL.DetachShader(programHandle, csHandle);
|
||||
GL.DeleteShader(csHandle);
|
||||
|
||||
GL.GetProgram(programHandle, GetProgramParameterName.LinkStatus, out int status);
|
||||
|
||||
if (status == 0)
|
||||
{
|
||||
throw new Exception(GL.GetProgramInfoLog(programHandle));
|
||||
}
|
||||
|
||||
programHandles.Add(key, programHandle);
|
||||
}
|
||||
|
||||
return programHandle;
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
foreach (int handle in _shorteningProgramHandles.Values)
|
||||
{
|
||||
GL.DeleteProgram(handle);
|
||||
}
|
||||
|
||||
_shorteningProgramHandles.Clear();
|
||||
|
||||
foreach (int handle in _wideningProgramHandles.Values)
|
||||
{
|
||||
GL.DeleteProgram(handle);
|
||||
}
|
||||
|
||||
_wideningProgramHandles.Clear();
|
||||
}
|
||||
}
|
||||
}
|
276
src/Ryujinx.Graphics.OpenGL/Image/TextureCopyMS.cs
Normal file
276
src/Ryujinx.Graphics.OpenGL/Image/TextureCopyMS.cs
Normal file
@ -0,0 +1,276 @@
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using System;
|
||||
using System.Numerics;
|
||||
|
||||
namespace Ryujinx.Graphics.OpenGL.Image
|
||||
{
|
||||
class TextureCopyMS
|
||||
{
|
||||
private const string ComputeShaderMSToNonMS = @"#version 450 core
|
||||
|
||||
layout (binding = 0, $FORMAT$) uniform uimage2DMS imgIn;
|
||||
layout (binding = 1, $FORMAT$) uniform uimage2D imgOut;
|
||||
|
||||
layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
|
||||
|
||||
void main()
|
||||
{
|
||||
uvec2 coords = gl_GlobalInvocationID.xy;
|
||||
ivec2 imageSz = imageSize(imgOut);
|
||||
if (int(coords.x) >= imageSz.x || int(coords.y) >= imageSz.y)
|
||||
{
|
||||
return;
|
||||
}
|
||||
int inSamples = imageSamples(imgIn);
|
||||
int samplesInXLog2 = 0;
|
||||
int samplesInYLog2 = 0;
|
||||
switch (inSamples)
|
||||
{
|
||||
case 2:
|
||||
samplesInXLog2 = 1;
|
||||
break;
|
||||
case 4:
|
||||
samplesInXLog2 = 1;
|
||||
samplesInYLog2 = 1;
|
||||
break;
|
||||
case 8:
|
||||
samplesInXLog2 = 2;
|
||||
samplesInYLog2 = 1;
|
||||
break;
|
||||
case 16:
|
||||
samplesInXLog2 = 2;
|
||||
samplesInYLog2 = 2;
|
||||
break;
|
||||
}
|
||||
int samplesInX = 1 << samplesInXLog2;
|
||||
int samplesInY = 1 << samplesInYLog2;
|
||||
int sampleIdx = (int(coords.x) & (samplesInX - 1)) | ((int(coords.y) & (samplesInY - 1)) << samplesInXLog2);
|
||||
uvec4 value = imageLoad(imgIn, ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2), sampleIdx);
|
||||
imageStore(imgOut, ivec2(coords), value);
|
||||
}";
|
||||
|
||||
private const string ComputeShaderNonMSToMS = @"#version 450 core
|
||||
|
||||
layout (binding = 0, $FORMAT$) uniform uimage2D imgIn;
|
||||
layout (binding = 1, $FORMAT$) uniform uimage2DMS imgOut;
|
||||
|
||||
layout (local_size_x = 32, local_size_y = 32, local_size_z = 1) in;
|
||||
|
||||
void main()
|
||||
{
|
||||
uvec2 coords = gl_GlobalInvocationID.xy;
|
||||
ivec2 imageSz = imageSize(imgIn);
|
||||
if (int(coords.x) >= imageSz.x || int(coords.y) >= imageSz.y)
|
||||
{
|
||||
return;
|
||||
}
|
||||
int outSamples = imageSamples(imgOut);
|
||||
int samplesInXLog2 = 0;
|
||||
int samplesInYLog2 = 0;
|
||||
switch (outSamples)
|
||||
{
|
||||
case 2:
|
||||
samplesInXLog2 = 1;
|
||||
break;
|
||||
case 4:
|
||||
samplesInXLog2 = 1;
|
||||
samplesInYLog2 = 1;
|
||||
break;
|
||||
case 8:
|
||||
samplesInXLog2 = 2;
|
||||
samplesInYLog2 = 1;
|
||||
break;
|
||||
case 16:
|
||||
samplesInXLog2 = 2;
|
||||
samplesInYLog2 = 2;
|
||||
break;
|
||||
}
|
||||
int samplesInX = 1 << samplesInXLog2;
|
||||
int samplesInY = 1 << samplesInYLog2;
|
||||
int sampleIdx = (int(coords.x) & (samplesInX - 1)) | ((int(coords.y) & (samplesInY - 1)) << samplesInXLog2);
|
||||
uvec4 value = imageLoad(imgIn, ivec2(coords));
|
||||
imageStore(imgOut, ivec2(int(coords.x) >> samplesInXLog2, int(coords.y) >> samplesInYLog2), sampleIdx, value);
|
||||
}";
|
||||
|
||||
private readonly OpenGLRenderer _renderer;
|
||||
private int[] _msToNonMSProgramHandles;
|
||||
private int[] _nonMSToMSProgramHandles;
|
||||
|
||||
public TextureCopyMS(OpenGLRenderer renderer)
|
||||
{
|
||||
_renderer = renderer;
|
||||
_msToNonMSProgramHandles = new int[5];
|
||||
_nonMSToMSProgramHandles = new int[5];
|
||||
}
|
||||
|
||||
public void CopyMSToNonMS(ITextureInfo src, ITextureInfo dst, int srcLayer, int dstLayer, int depth)
|
||||
{
|
||||
TextureCreateInfo srcInfo = src.Info;
|
||||
TextureCreateInfo dstInfo = dst.Info;
|
||||
|
||||
int srcHandle = CreateViewIfNeeded(src);
|
||||
int dstHandle = CreateViewIfNeeded(dst);
|
||||
|
||||
int dstWidth = dstInfo.Width;
|
||||
int dstHeight = dstInfo.Height;
|
||||
|
||||
GL.UseProgram(GetMSToNonMSShader(srcInfo.BytesPerPixel));
|
||||
|
||||
for (int z = 0; z < depth; z++)
|
||||
{
|
||||
GL.BindImageTexture(0, srcHandle, 0, false, srcLayer + z, TextureAccess.ReadOnly, GetFormat(srcInfo.BytesPerPixel));
|
||||
GL.BindImageTexture(1, dstHandle, 0, false, dstLayer + z, TextureAccess.WriteOnly, GetFormat(dstInfo.BytesPerPixel));
|
||||
|
||||
GL.DispatchCompute((dstWidth + 31) / 32, (dstHeight + 31) / 32, 1);
|
||||
}
|
||||
|
||||
Pipeline pipeline = (Pipeline)_renderer.Pipeline;
|
||||
|
||||
pipeline.RestoreProgram();
|
||||
pipeline.RestoreImages1And2();
|
||||
|
||||
DestroyViewIfNeeded(src, srcHandle);
|
||||
DestroyViewIfNeeded(dst, dstHandle);
|
||||
}
|
||||
|
||||
public void CopyNonMSToMS(ITextureInfo src, ITextureInfo dst, int srcLayer, int dstLayer, int depth)
|
||||
{
|
||||
TextureCreateInfo srcInfo = src.Info;
|
||||
TextureCreateInfo dstInfo = dst.Info;
|
||||
|
||||
int srcHandle = CreateViewIfNeeded(src);
|
||||
int dstHandle = CreateViewIfNeeded(dst);
|
||||
|
||||
int srcWidth = srcInfo.Width;
|
||||
int srcHeight = srcInfo.Height;
|
||||
|
||||
GL.UseProgram(GetNonMSToMSShader(srcInfo.BytesPerPixel));
|
||||
|
||||
for (int z = 0; z < depth; z++)
|
||||
{
|
||||
GL.BindImageTexture(0, srcHandle, 0, false, srcLayer + z, TextureAccess.ReadOnly, GetFormat(srcInfo.BytesPerPixel));
|
||||
GL.BindImageTexture(1, dstHandle, 0, false, dstLayer + z, TextureAccess.WriteOnly, GetFormat(dstInfo.BytesPerPixel));
|
||||
|
||||
GL.DispatchCompute((srcWidth + 31) / 32, (srcHeight + 31) / 32, 1);
|
||||
}
|
||||
|
||||
Pipeline pipeline = (Pipeline)_renderer.Pipeline;
|
||||
|
||||
pipeline.RestoreProgram();
|
||||
pipeline.RestoreImages1And2();
|
||||
|
||||
DestroyViewIfNeeded(src, srcHandle);
|
||||
DestroyViewIfNeeded(dst, dstHandle);
|
||||
}
|
||||
|
||||
private static SizedInternalFormat GetFormat(int bytesPerPixel)
|
||||
{
|
||||
return bytesPerPixel switch
|
||||
{
|
||||
1 => SizedInternalFormat.R8ui,
|
||||
2 => SizedInternalFormat.R16ui,
|
||||
4 => SizedInternalFormat.R32ui,
|
||||
8 => SizedInternalFormat.Rg32ui,
|
||||
16 => SizedInternalFormat.Rgba32ui,
|
||||
_ => throw new ArgumentException($"Invalid bytes per pixel {bytesPerPixel}.")
|
||||
};
|
||||
}
|
||||
|
||||
private static int CreateViewIfNeeded(ITextureInfo texture)
|
||||
{
|
||||
// Binding sRGB textures as images doesn't work on NVIDIA,
|
||||
// we need to create and bind a RGBA view for it to work.
|
||||
if (texture.Info.Format == Format.R8G8B8A8Srgb)
|
||||
{
|
||||
int handle = GL.GenTexture();
|
||||
|
||||
GL.TextureView(
|
||||
handle,
|
||||
texture.Info.Target.Convert(),
|
||||
texture.Storage.Handle,
|
||||
PixelInternalFormat.Rgba8,
|
||||
texture.FirstLevel,
|
||||
1,
|
||||
texture.FirstLayer,
|
||||
texture.Info.GetLayers());
|
||||
|
||||
return handle;
|
||||
}
|
||||
|
||||
return texture.Handle;
|
||||
}
|
||||
|
||||
private static void DestroyViewIfNeeded(ITextureInfo info, int handle)
|
||||
{
|
||||
if (info.Handle != handle)
|
||||
{
|
||||
GL.DeleteTexture(handle);
|
||||
}
|
||||
}
|
||||
|
||||
private int GetMSToNonMSShader(int bytesPerPixel)
|
||||
{
|
||||
return GetShader(ComputeShaderMSToNonMS, _msToNonMSProgramHandles, bytesPerPixel);
|
||||
}
|
||||
|
||||
private int GetNonMSToMSShader(int bytesPerPixel)
|
||||
{
|
||||
return GetShader(ComputeShaderNonMSToMS, _nonMSToMSProgramHandles, bytesPerPixel);
|
||||
}
|
||||
|
||||
private int GetShader(string code, int[] programHandles, int bytesPerPixel)
|
||||
{
|
||||
int index = BitOperations.Log2((uint)bytesPerPixel);
|
||||
|
||||
if (programHandles[index] == 0)
|
||||
{
|
||||
int csHandle = GL.CreateShader(ShaderType.ComputeShader);
|
||||
|
||||
string format = new[] { "r8ui", "r16ui", "r32ui", "rg32ui", "rgba32ui" }[index];
|
||||
|
||||
GL.ShaderSource(csHandle, code.Replace("$FORMAT$", format));
|
||||
GL.CompileShader(csHandle);
|
||||
|
||||
int programHandle = GL.CreateProgram();
|
||||
|
||||
GL.AttachShader(programHandle, csHandle);
|
||||
GL.LinkProgram(programHandle);
|
||||
GL.DetachShader(programHandle, csHandle);
|
||||
GL.DeleteShader(csHandle);
|
||||
|
||||
GL.GetProgram(programHandle, GetProgramParameterName.LinkStatus, out int status);
|
||||
|
||||
if (status == 0)
|
||||
{
|
||||
throw new Exception(GL.GetProgramInfoLog(programHandle));
|
||||
}
|
||||
|
||||
programHandles[index] = programHandle;
|
||||
}
|
||||
|
||||
return programHandles[index];
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
for (int i = 0; i < _msToNonMSProgramHandles.Length; i++)
|
||||
{
|
||||
if (_msToNonMSProgramHandles[i] != 0)
|
||||
{
|
||||
GL.DeleteProgram(_msToNonMSProgramHandles[i]);
|
||||
_msToNonMSProgramHandles[i] = 0;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < _nonMSToMSProgramHandles.Length; i++)
|
||||
{
|
||||
if (_nonMSToMSProgramHandles[i] != 0)
|
||||
{
|
||||
GL.DeleteProgram(_nonMSToMSProgramHandles[i]);
|
||||
_nonMSToMSProgramHandles[i] = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
212
src/Ryujinx.Graphics.OpenGL/Image/TextureStorage.cs
Normal file
212
src/Ryujinx.Graphics.OpenGL/Image/TextureStorage.cs
Normal file
@ -0,0 +1,212 @@
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Release the TextureStorage to the resource pool without disposing its handle.
|
||||
/// </summary>
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
867
src/Ryujinx.Graphics.OpenGL/Image/TextureView.cs
Normal file
867
src/Ryujinx.Graphics.OpenGL/Image/TextureView.cs
Normal file
@ -0,0 +1,867 @@
|
||||
using OpenTK.Graphics.OpenGL;
|
||||
using Ryujinx.Common;
|
||||
using Ryujinx.Common.Memory;
|
||||
using Ryujinx.Graphics.GAL;
|
||||
using System;
|
||||
|
||||
namespace Ryujinx.Graphics.OpenGL.Image
|
||||
{
|
||||
class TextureView : TextureBase, ITexture, ITextureInfo
|
||||
{
|
||||
private readonly OpenGLRenderer _renderer;
|
||||
|
||||
private readonly TextureStorage _parent;
|
||||
|
||||
public ITextureInfo Storage => _parent;
|
||||
|
||||
public int FirstLayer { get; private set; }
|
||||
public int FirstLevel { get; private set; }
|
||||
|
||||
public TextureView(
|
||||
OpenGLRenderer renderer,
|
||||
TextureStorage parent,
|
||||
TextureCreateInfo info,
|
||||
int firstLayer,
|
||||
int firstLevel) : base(info, parent.ScaleFactor)
|
||||
{
|
||||
_renderer = renderer;
|
||||
_parent = parent;
|
||||
|
||||
FirstLayer = firstLayer;
|
||||
FirstLevel = firstLevel;
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
int levels = Info.GetLevelsClamped();
|
||||
|
||||
GL.TextureView(
|
||||
Handle,
|
||||
target,
|
||||
_parent.Handle,
|
||||
pixelInternalFormat,
|
||||
FirstLevel,
|
||||
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()
|
||||
};
|
||||
|
||||
if (Info.Format == Format.A1B5G5R5Unorm)
|
||||
{
|
||||
int temp = swizzleRgba[0];
|
||||
int temp2 = swizzleRgba[1];
|
||||
swizzleRgba[0] = swizzleRgba[3];
|
||||
swizzleRgba[1] = swizzleRgba[2];
|
||||
swizzleRgba[2] = temp2;
|
||||
swizzleRgba[3] = temp;
|
||||
}
|
||||
else if (Info.Format.IsBgr())
|
||||
{
|
||||
// Swap B <-> R for BGRA formats, as OpenGL has no support for them
|
||||
// and we need to manually swap the components on read/write on the GPU.
|
||||
int temp = swizzleRgba[0];
|
||||
swizzleRgba[0] = swizzleRgba[2];
|
||||
swizzleRgba[2] = temp;
|
||||
}
|
||||
|
||||
GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba);
|
||||
|
||||
int maxLevel = 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)
|
||||
{
|
||||
firstLayer += FirstLayer;
|
||||
firstLevel += FirstLevel;
|
||||
|
||||
return _parent.CreateView(info, firstLayer, firstLevel);
|
||||
}
|
||||
|
||||
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
|
||||
{
|
||||
TextureView destinationView = (TextureView)destination;
|
||||
|
||||
bool srcIsMultisample = Target.IsMultisample();
|
||||
bool dstIsMultisample = destinationView.Target.IsMultisample();
|
||||
|
||||
if (dstIsMultisample != srcIsMultisample && Info.Format.IsDepthOrStencil())
|
||||
{
|
||||
int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
|
||||
CopyWithBlitForDepthMS(destinationView, 0, firstLayer, layers);
|
||||
}
|
||||
else if (!dstIsMultisample && srcIsMultisample)
|
||||
{
|
||||
int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
|
||||
_renderer.TextureCopyMS.CopyMSToNonMS(this, destinationView, 0, firstLayer, layers);
|
||||
}
|
||||
else if (dstIsMultisample && !srcIsMultisample)
|
||||
{
|
||||
int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
|
||||
_renderer.TextureCopyMS.CopyNonMSToMS(this, destinationView, 0, firstLayer, layers);
|
||||
}
|
||||
else if (destinationView.Info.BytesPerPixel != Info.BytesPerPixel)
|
||||
{
|
||||
int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
|
||||
int levels = Math.Min(Info.Levels, destinationView.Info.Levels - firstLevel);
|
||||
_renderer.TextureCopyIncompatible.CopyIncompatibleFormats(this, destinationView, 0, firstLayer, 0, firstLevel, layers, levels);
|
||||
}
|
||||
else
|
||||
{
|
||||
_renderer.TextureCopy.CopyUnscaled(this, destinationView, 0, firstLayer, 0, firstLevel);
|
||||
}
|
||||
}
|
||||
|
||||
public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
|
||||
{
|
||||
TextureView destinationView = (TextureView)destination;
|
||||
|
||||
bool srcIsMultisample = Target.IsMultisample();
|
||||
bool dstIsMultisample = destinationView.Target.IsMultisample();
|
||||
|
||||
if (dstIsMultisample != srcIsMultisample && Info.Format.IsDepthOrStencil())
|
||||
{
|
||||
CopyWithBlitForDepthMS(destinationView, srcLayer, dstLayer, 1);
|
||||
}
|
||||
else if (!dstIsMultisample && srcIsMultisample)
|
||||
{
|
||||
_renderer.TextureCopyMS.CopyMSToNonMS(this, destinationView, srcLayer, dstLayer, 1);
|
||||
}
|
||||
else if (dstIsMultisample && !srcIsMultisample)
|
||||
{
|
||||
_renderer.TextureCopyMS.CopyNonMSToMS(this, destinationView, srcLayer, dstLayer, 1);
|
||||
}
|
||||
else if (destinationView.Info.BytesPerPixel != Info.BytesPerPixel)
|
||||
{
|
||||
_renderer.TextureCopyIncompatible.CopyIncompatibleFormats(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
_renderer.TextureCopy.CopyUnscaled(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
|
||||
}
|
||||
}
|
||||
|
||||
private void CopyWithBlitForDepthMS(TextureView destinationView, int srcLayer, int dstLayer, int layers)
|
||||
{
|
||||
// This is currently used for multisample <-> non-multisample copies.
|
||||
// We can't do that with compute because it's not possible to write depth textures on compute.
|
||||
// It can be done with draws, but we don't have support for saving and restoring the OpenGL state
|
||||
// for a draw with different state right now.
|
||||
// This approach uses blit, which causes a resolution loss since some samples will be lost
|
||||
// in the process.
|
||||
|
||||
Extents2D srcRegion = new Extents2D(0, 0, Width, Height);
|
||||
Extents2D dstRegion = new Extents2D(0, 0, destinationView.Width, destinationView.Height);
|
||||
|
||||
if (destinationView.Target.IsMultisample())
|
||||
{
|
||||
TextureView intermmediate = _renderer.TextureCopy.IntermediatePool.GetOrCreateWithAtLeast(
|
||||
Info.Target,
|
||||
Info.BlockWidth,
|
||||
Info.BlockHeight,
|
||||
Info.BytesPerPixel,
|
||||
Format,
|
||||
destinationView.Width,
|
||||
destinationView.Height,
|
||||
Info.Depth,
|
||||
1,
|
||||
1);
|
||||
|
||||
_renderer.TextureCopy.Copy(this, intermmediate, srcRegion, dstRegion, false);
|
||||
_renderer.TextureCopy.Copy(intermmediate, destinationView, dstRegion, dstRegion, false, srcLayer, dstLayer, 0, 0, layers, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
Target target = Target switch
|
||||
{
|
||||
Target.Texture2DMultisample => Target.Texture2D,
|
||||
Target.Texture2DMultisampleArray => Target.Texture2DArray,
|
||||
_ => Target
|
||||
};
|
||||
|
||||
TextureView intermmediate = _renderer.TextureCopy.IntermediatePool.GetOrCreateWithAtLeast(
|
||||
target,
|
||||
Info.BlockWidth,
|
||||
Info.BlockHeight,
|
||||
Info.BytesPerPixel,
|
||||
Format,
|
||||
Width,
|
||||
Height,
|
||||
Info.Depth,
|
||||
1,
|
||||
1);
|
||||
|
||||
_renderer.TextureCopy.Copy(this, intermmediate, srcRegion, srcRegion, false);
|
||||
_renderer.TextureCopy.Copy(intermmediate, destinationView, srcRegion, dstRegion, false, srcLayer, dstLayer, 0, 0, layers, 1);
|
||||
}
|
||||
}
|
||||
|
||||
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
|
||||
{
|
||||
_renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
|
||||
}
|
||||
|
||||
public unsafe PinnedSpan<byte> GetData()
|
||||
{
|
||||
int size = 0;
|
||||
int levels = Info.GetLevelsClamped();
|
||||
|
||||
for (int level = 0; level < levels; level++)
|
||||
{
|
||||
size += Info.GetMipSize(level);
|
||||
}
|
||||
|
||||
ReadOnlySpan<byte> data;
|
||||
|
||||
if (HwCapabilities.UsePersistentBufferForFlush)
|
||||
{
|
||||
data = _renderer.PersistentBuffers.Default.GetTextureData(this, size);
|
||||
}
|
||||
else
|
||||
{
|
||||
IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
|
||||
|
||||
WriteTo(target);
|
||||
|
||||
data = new ReadOnlySpan<byte>(target.ToPointer(), size);
|
||||
}
|
||||
|
||||
if (Format == Format.S8UintD24Unorm)
|
||||
{
|
||||
data = FormatConverter.ConvertD24S8ToS8D24(data);
|
||||
}
|
||||
|
||||
return PinnedSpan<byte>.UnsafeFromSpan(data);
|
||||
}
|
||||
|
||||
public unsafe PinnedSpan<byte> GetData(int layer, int level)
|
||||
{
|
||||
int size = Info.GetMipSize(level);
|
||||
|
||||
if (HwCapabilities.UsePersistentBufferForFlush)
|
||||
{
|
||||
return PinnedSpan<byte>.UnsafeFromSpan(_renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level));
|
||||
}
|
||||
else
|
||||
{
|
||||
IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
|
||||
|
||||
int offset = WriteTo2D(target, layer, level);
|
||||
|
||||
return new PinnedSpan<byte>((byte*)target.ToPointer() + offset, size);
|
||||
}
|
||||
}
|
||||
|
||||
public void WriteToPbo(int offset, bool forceBgra)
|
||||
{
|
||||
WriteTo(IntPtr.Zero + offset, forceBgra);
|
||||
}
|
||||
|
||||
public int WriteToPbo2D(int offset, int layer, int level)
|
||||
{
|
||||
return WriteTo2D(IntPtr.Zero + offset, layer, level);
|
||||
}
|
||||
|
||||
private int WriteTo2D(IntPtr data, int layer, int level)
|
||||
{
|
||||
TextureTarget target = Target.Convert();
|
||||
|
||||
Bind(target, 0);
|
||||
|
||||
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
|
||||
|
||||
PixelFormat pixelFormat = format.PixelFormat;
|
||||
PixelType pixelType = format.PixelType;
|
||||
|
||||
if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
|
||||
{
|
||||
target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
|
||||
}
|
||||
|
||||
int mipSize = Info.GetMipSize2D(level);
|
||||
|
||||
if (format.IsCompressed)
|
||||
{
|
||||
GL.GetCompressedTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, mipSize, data);
|
||||
}
|
||||
else if (format.PixelFormat != PixelFormat.DepthStencil)
|
||||
{
|
||||
GL.GetTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, pixelFormat, pixelType, mipSize, data);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.GetTexImage(target, level, pixelFormat, pixelType, data);
|
||||
|
||||
// The GL function returns all layers. Must return the offset of the layer we're interested in.
|
||||
return target switch
|
||||
{
|
||||
TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
|
||||
TextureTarget.Texture1DArray => layer * mipSize,
|
||||
TextureTarget.Texture2DArray => layer * mipSize,
|
||||
_ => 0
|
||||
};
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
private void WriteTo(IntPtr data, bool forceBgra = false)
|
||||
{
|
||||
TextureTarget target = Target.Convert();
|
||||
|
||||
Bind(target, 0);
|
||||
|
||||
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
|
||||
|
||||
PixelFormat pixelFormat = format.PixelFormat;
|
||||
PixelType pixelType = format.PixelType;
|
||||
|
||||
if (forceBgra)
|
||||
{
|
||||
if (pixelType == PixelType.UnsignedShort565)
|
||||
{
|
||||
pixelType = PixelType.UnsignedShort565Reversed;
|
||||
}
|
||||
else if (pixelType == PixelType.UnsignedShort565Reversed)
|
||||
{
|
||||
pixelType = PixelType.UnsignedShort565;
|
||||
}
|
||||
else
|
||||
{
|
||||
pixelFormat = PixelFormat.Bgra;
|
||||
}
|
||||
}
|
||||
|
||||
int faces = 1;
|
||||
|
||||
if (target == TextureTarget.TextureCubeMap)
|
||||
{
|
||||
target = TextureTarget.TextureCubeMapPositiveX;
|
||||
|
||||
faces = 6;
|
||||
}
|
||||
|
||||
int levels = Info.GetLevelsClamped();
|
||||
|
||||
for (int level = 0; level < levels; level++)
|
||||
{
|
||||
for (int face = 0; face < faces; face++)
|
||||
{
|
||||
int faceOffset = face * Info.GetMipSize2D(level);
|
||||
|
||||
if (format.IsCompressed)
|
||||
{
|
||||
GL.GetCompressedTexImage(target + face, level, data + faceOffset);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
|
||||
}
|
||||
}
|
||||
|
||||
data += Info.GetMipSize(level);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetData(SpanOrArray<byte> data)
|
||||
{
|
||||
var dataSpan = data.AsSpan();
|
||||
|
||||
if (Format == Format.S8UintD24Unorm)
|
||||
{
|
||||
dataSpan = FormatConverter.ConvertS8D24ToD24S8(dataSpan);
|
||||
}
|
||||
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* ptr = dataSpan)
|
||||
{
|
||||
ReadFrom((IntPtr)ptr, dataSpan.Length);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetData(SpanOrArray<byte> data, int layer, int level)
|
||||
{
|
||||
var dataSpan = data.AsSpan();
|
||||
|
||||
if (Format == Format.S8UintD24Unorm)
|
||||
{
|
||||
dataSpan = FormatConverter.ConvertS8D24ToD24S8(dataSpan);
|
||||
}
|
||||
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* ptr = dataSpan)
|
||||
{
|
||||
int width = Math.Max(Info.Width >> level, 1);
|
||||
int height = Math.Max(Info.Height >> level, 1);
|
||||
|
||||
ReadFrom2D((IntPtr)ptr, layer, level, 0, 0, width, height);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetData(SpanOrArray<byte> data, int layer, int level, Rectangle<int> region)
|
||||
{
|
||||
var dataSpan = data.AsSpan();
|
||||
|
||||
if (Format == Format.S8UintD24Unorm)
|
||||
{
|
||||
dataSpan = FormatConverter.ConvertS8D24ToD24S8(dataSpan);
|
||||
}
|
||||
|
||||
int wInBlocks = BitUtils.DivRoundUp(region.Width, Info.BlockWidth);
|
||||
int hInBlocks = BitUtils.DivRoundUp(region.Height, Info.BlockHeight);
|
||||
|
||||
unsafe
|
||||
{
|
||||
fixed (byte* ptr = dataSpan)
|
||||
{
|
||||
ReadFrom2D(
|
||||
(IntPtr)ptr,
|
||||
layer,
|
||||
level,
|
||||
region.X,
|
||||
region.Y,
|
||||
region.Width,
|
||||
region.Height,
|
||||
BitUtils.AlignUp(wInBlocks * Info.BytesPerPixel, 4) * hInBlocks);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void ReadFromPbo(int offset, int size)
|
||||
{
|
||||
ReadFrom(IntPtr.Zero + offset, size);
|
||||
}
|
||||
|
||||
public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
|
||||
{
|
||||
ReadFrom2D(IntPtr.Zero + offset, layer, level, 0, 0, width, height);
|
||||
}
|
||||
|
||||
private void ReadFrom2D(IntPtr data, int layer, int level, int x, int y, int width, int height)
|
||||
{
|
||||
int mipSize = Info.GetMipSize2D(level);
|
||||
|
||||
ReadFrom2D(data, layer, level, x, y, width, height, mipSize);
|
||||
}
|
||||
|
||||
private void ReadFrom2D(IntPtr data, int layer, int level, int x, int y, int width, int height, int mipSize)
|
||||
{
|
||||
TextureTarget target = Target.Convert();
|
||||
|
||||
Bind(target, 0);
|
||||
|
||||
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
|
||||
|
||||
switch (Target)
|
||||
{
|
||||
case Target.Texture1D:
|
||||
if (format.IsCompressed)
|
||||
{
|
||||
GL.CompressedTexSubImage1D(
|
||||
target,
|
||||
level,
|
||||
x,
|
||||
width,
|
||||
format.PixelFormat,
|
||||
mipSize,
|
||||
data);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.TexSubImage1D(
|
||||
target,
|
||||
level,
|
||||
x,
|
||||
width,
|
||||
format.PixelFormat,
|
||||
format.PixelType,
|
||||
data);
|
||||
}
|
||||
break;
|
||||
|
||||
case Target.Texture1DArray:
|
||||
if (format.IsCompressed)
|
||||
{
|
||||
GL.CompressedTexSubImage2D(
|
||||
target,
|
||||
level,
|
||||
x,
|
||||
layer,
|
||||
width,
|
||||
1,
|
||||
format.PixelFormat,
|
||||
mipSize,
|
||||
data);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.TexSubImage2D(
|
||||
target,
|
||||
level,
|
||||
x,
|
||||
layer,
|
||||
width,
|
||||
1,
|
||||
format.PixelFormat,
|
||||
format.PixelType,
|
||||
data);
|
||||
}
|
||||
break;
|
||||
|
||||
case Target.Texture2D:
|
||||
if (format.IsCompressed)
|
||||
{
|
||||
GL.CompressedTexSubImage2D(
|
||||
target,
|
||||
level,
|
||||
x,
|
||||
y,
|
||||
width,
|
||||
height,
|
||||
format.PixelFormat,
|
||||
mipSize,
|
||||
data);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.TexSubImage2D(
|
||||
target,
|
||||
level,
|
||||
x,
|
||||
y,
|
||||
width,
|
||||
height,
|
||||
format.PixelFormat,
|
||||
format.PixelType,
|
||||
data);
|
||||
}
|
||||
break;
|
||||
|
||||
case Target.Texture2DArray:
|
||||
case Target.Texture3D:
|
||||
case Target.CubemapArray:
|
||||
if (format.IsCompressed)
|
||||
{
|
||||
GL.CompressedTexSubImage3D(
|
||||
target,
|
||||
level,
|
||||
x,
|
||||
y,
|
||||
layer,
|
||||
width,
|
||||
height,
|
||||
1,
|
||||
format.PixelFormat,
|
||||
mipSize,
|
||||
data);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.TexSubImage3D(
|
||||
target,
|
||||
level,
|
||||
x,
|
||||
y,
|
||||
layer,
|
||||
width,
|
||||
height,
|
||||
1,
|
||||
format.PixelFormat,
|
||||
format.PixelType,
|
||||
data);
|
||||
}
|
||||
break;
|
||||
|
||||
case Target.Cubemap:
|
||||
if (format.IsCompressed)
|
||||
{
|
||||
GL.CompressedTexSubImage2D(
|
||||
TextureTarget.TextureCubeMapPositiveX + layer,
|
||||
level,
|
||||
x,
|
||||
y,
|
||||
width,
|
||||
height,
|
||||
format.PixelFormat,
|
||||
mipSize,
|
||||
data);
|
||||
}
|
||||
else
|
||||
{
|
||||
GL.TexSubImage2D(
|
||||
TextureTarget.TextureCubeMapPositiveX + layer,
|
||||
level,
|
||||
x,
|
||||
y,
|
||||
width,
|
||||
height,
|
||||
format.PixelFormat,
|
||||
format.PixelType,
|
||||
data);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void ReadFrom(IntPtr data, int size)
|
||||
{
|
||||
TextureTarget target = Target.Convert();
|
||||
int baseLevel = 0;
|
||||
|
||||
// glTexSubImage on cubemap views is broken on Intel, we have to use the storage instead.
|
||||
if (Target == Target.Cubemap && HwCapabilities.Vendor == HwCapabilities.GpuVendor.IntelWindows)
|
||||
{
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user