RyuKen/Ryujinx.Graphics.Gpu/Image/TextureInfo.cs

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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Texture;
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namespace Ryujinx.Graphics.Gpu.Image
{
/// <summary>
/// Texture information.
/// </summary>
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struct TextureInfo
{
/// <summary>
/// Address of the texture in GPU mapped memory.
/// </summary>
public ulong GpuAddress { get; }
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/// <summary>
/// The width of the texture.
/// </summary>
public int Width { get; }
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/// <summary>
/// The height of the texture, or layers count for 1D array textures.
/// </summary>
public int Height { get; }
/// <summary>
/// The depth of the texture (for 3D textures), or layers count for array textures.
/// </summary>
public int DepthOrLayers { get; }
/// <summary>
/// The number of mipmap levels of the texture.
/// </summary>
public int Levels { get; }
/// <summary>
/// The number of samples in the X direction for multisampled textures.
/// </summary>
public int SamplesInX { get; }
/// <summary>
/// The number of samples in the Y direction for multisampled textures.
/// </summary>
public int SamplesInY { get; }
/// <summary>
/// The number of bytes per line for linear textures.
/// </summary>
public int Stride { get; }
/// <summary>
/// Indicates whenever or not the texture is a linear texture.
/// </summary>
public bool IsLinear { get; }
/// <summary>
/// GOB blocks in the Y direction, for block linear textures.
/// </summary>
public int GobBlocksInY { get; }
/// <summary>
/// GOB blocks in the Z direction, for block linear textures.
/// </summary>
public int GobBlocksInZ { get; }
/// <summary>
/// Number of GOB blocks per tile in the X direction, for block linear textures.
/// </summary>
public int GobBlocksInTileX { get; }
/// <summary>
/// Total number of samples for multisampled textures.
/// </summary>
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public int Samples => SamplesInX * SamplesInY;
/// <summary>
/// Texture target type.
/// </summary>
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public Target Target { get; }
/// <summary>
/// Texture format information.
/// </summary>
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public FormatInfo FormatInfo { get; }
/// <summary>
/// Depth-stencil mode of the texture. This defines whenever the depth or stencil value is read from shaders,
/// for depth-stencil texture formats.
/// </summary>
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public DepthStencilMode DepthStencilMode { get; }
/// <summary>
/// Texture swizzle for the red color channel.
/// </summary>
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public SwizzleComponent SwizzleR { get; }
/// <summary>
/// Texture swizzle for the green color channel.
/// </summary>
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public SwizzleComponent SwizzleG { get; }
/// <summary>
/// Texture swizzle for the blue color channel.
/// </summary>
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public SwizzleComponent SwizzleB { get; }
/// <summary>
/// Texture swizzle for the alpha color channel.
/// </summary>
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public SwizzleComponent SwizzleA { get; }
/// <summary>
/// Constructs the texture information structure.
/// </summary>
/// <param name="gpuAddress">The GPU address of the texture</param>
/// <param name="width">The width of the texture</param>
/// <param name="height">The height or the texture</param>
/// <param name="depthOrLayers">The depth or layers count of the texture</param>
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/// <param name="levels">The amount of mipmap levels of the texture</param>
/// <param name="samplesInX">The number of samples in the X direction for multisample textures, should be 1 otherwise</param>
/// <param name="samplesInY">The number of samples in the Y direction for multisample textures, should be 1 otherwise</param>
/// <param name="stride">The stride for linear textures</param>
/// <param name="isLinear">Whenever the texture is linear or block linear</param>
/// <param name="gobBlocksInY">Number of GOB blocks in the Y direction</param>
/// <param name="gobBlocksInZ">Number of GOB blocks in the Z direction</param>
/// <param name="gobBlocksInTileX">Number of GOB blocks per tile in the X direction</param>
/// <param name="target">Texture target type</param>
/// <param name="formatInfo">Texture format information</param>
/// <param name="depthStencilMode">Depth-stencil mode</param>
/// <param name="swizzleR">Swizzle for the red color channel</param>
/// <param name="swizzleG">Swizzle for the green color channel</param>
/// <param name="swizzleB">Swizzle for the blue color channel</param>
/// <param name="swizzleA">Swizzle for the alpha color channel</param>
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public TextureInfo(
ulong gpuAddress,
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int width,
int height,
int depthOrLayers,
int levels,
int samplesInX,
int samplesInY,
int stride,
bool isLinear,
int gobBlocksInY,
int gobBlocksInZ,
int gobBlocksInTileX,
Target target,
FormatInfo formatInfo,
DepthStencilMode depthStencilMode = DepthStencilMode.Depth,
SwizzleComponent swizzleR = SwizzleComponent.Red,
SwizzleComponent swizzleG = SwizzleComponent.Green,
SwizzleComponent swizzleB = SwizzleComponent.Blue,
SwizzleComponent swizzleA = SwizzleComponent.Alpha)
{
GpuAddress = gpuAddress;
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Width = width;
Height = height;
DepthOrLayers = depthOrLayers;
Levels = levels;
SamplesInX = samplesInX;
SamplesInY = samplesInY;
Stride = stride;
IsLinear = isLinear;
GobBlocksInY = gobBlocksInY;
GobBlocksInZ = gobBlocksInZ;
GobBlocksInTileX = gobBlocksInTileX;
Target = target;
FormatInfo = formatInfo;
DepthStencilMode = depthStencilMode;
SwizzleR = swizzleR;
SwizzleG = swizzleG;
SwizzleB = swizzleB;
SwizzleA = swizzleA;
}
/// <summary>
/// Gets the real texture depth.
/// Returns 1 for any target other than 3D textures.
/// </summary>
/// <returns>Texture depth</returns>
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public int GetDepth()
{
return GetDepth(Target, DepthOrLayers);
}
/// <summary>
/// Gets the real texture depth.
/// Returns 1 for any target other than 3D textures.
/// </summary>
/// <param name="target">Texture target</param>
/// <param name="depthOrLayers">Texture depth if the texture is 3D, otherwise ignored</param>
/// <returns>Texture depth</returns>
public static int GetDepth(Target target, int depthOrLayers)
{
return target == Target.Texture3D ? depthOrLayers : 1;
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}
/// <summary>
/// Gets the number of layers of the texture.
/// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures.
/// </summary>
/// <returns>The number of texture layers</returns>
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public int GetLayers()
{
return GetLayers(Target, DepthOrLayers);
}
/// <summary>
/// Gets the number of layers of the texture.
/// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures.
/// </summary>
/// <param name="target">Texture target</param>
/// <param name="depthOrLayers">Texture layers if the is a array texture, ignored otherwise</param>
/// <returns>The number of texture layers</returns>
public static int GetLayers(Target target, int depthOrLayers)
{
if (target == Target.Texture2DArray || target == Target.Texture2DMultisampleArray)
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{
return depthOrLayers;
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}
else if (target == Target.CubemapArray)
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{
return depthOrLayers * 6;
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}
else if (target == Target.Cubemap)
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{
return 6;
}
else
{
return 1;
}
}
/// <summary>
/// Calculates the size information from the texture information.
/// </summary>
/// <param name="layerSize">Optional size of each texture layer in bytes</param>
/// <returns>Texture size information</returns>
public SizeInfo CalculateSizeInfo(int layerSize = 0)
{
if (Target == Target.TextureBuffer)
{
return new SizeInfo(Width * FormatInfo.BytesPerPixel);
}
else if (IsLinear)
{
return SizeCalculator.GetLinearTextureSize(
Stride,
Height,
FormatInfo.BlockHeight);
}
else
{
return SizeCalculator.GetBlockLinearTextureSize(
Width,
Height,
GetDepth(),
Levels,
GetLayers(),
FormatInfo.BlockWidth,
FormatInfo.BlockHeight,
FormatInfo.BytesPerPixel,
GobBlocksInY,
GobBlocksInZ,
GobBlocksInTileX,
layerSize);
}
}
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}
}