forked from Mirror/Ryujinx
b530f0e110
* Initial implementation (3d tex mips broken) This works rather well for most games, just need to fix 3d texture mips. * Cleanup * Address feedback * Copy Dependencies and various other fixes * Fix layer/level offset for copy from view<->view. * Remove dirty flag from dependency The dirty flag behaviour is not needed - DeferredCopy is all we need. * Fix tracking mip slices. * Propagate granularity (fix astral chain) * Address Feedback pt 1 * Save slice sizes as part of SizeInfo * Fix nits * Fix disposing multiple dependencies causing a crash This list is obviously modified when removing dependencies, so create a copy of it.
86 lines
2.3 KiB
C#
86 lines
2.3 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class TextureBuffer : TextureBase, ITexture
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{
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private int _bufferOffset;
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private int _bufferSize;
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private BufferHandle _buffer;
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public TextureBuffer(TextureCreateInfo info) : base(info) {}
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public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
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{
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throw new NotSupportedException();
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}
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public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
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{
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throw new NotSupportedException();
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}
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public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
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{
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throw new NotSupportedException();
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}
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public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
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{
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throw new NotSupportedException();
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}
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public byte[] GetData()
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{
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return Buffer.GetData(_buffer, _bufferOffset, _bufferSize);
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}
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public void SetData(ReadOnlySpan<byte> data)
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{
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Buffer.SetData(_buffer, _bufferOffset, data.Slice(0, Math.Min(data.Length, _bufferSize)));
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}
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public void SetData(ReadOnlySpan<byte> data, int layer, int level)
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{
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throw new NotSupportedException();
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}
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public void SetStorage(BufferRange buffer)
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{
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if (buffer.Handle == _buffer &&
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buffer.Offset == _bufferOffset &&
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buffer.Size == _bufferSize)
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{
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return;
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}
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_buffer = buffer.Handle;
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_bufferOffset = buffer.Offset;
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_bufferSize = buffer.Size;
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Bind(0);
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SizedInternalFormat format = (SizedInternalFormat)FormatTable.GetFormatInfo(Info.Format).PixelInternalFormat;
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GL.TexBufferRange(TextureBufferTarget.TextureBuffer, format, _buffer.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteTexture(Handle);
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Handle = 0;
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}
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}
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public void Release()
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{
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Dispose();
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}
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}
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}
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