R/Ryujinx.Graphics.OpenGL/Image/TextureBuffer.cs
riperiperi 5d69d9103e
Texture/Buffer Memory Management Improvements (#1408)
* Initial implementation. Still pending better valid-overlap handling,
disposed pool, compressed format flush fix.

* Very messy backend resource cache.

* Oops

* Dispose -> Release

* Improve Release/Dispose.

* More rule refinement.

* View compatibility levels as an enum - you can always know if a view is only copy compatible.

* General cleanup.

Use locking on the resource cache, as it is likely to be used by other threads in future.

* Rename resource cache to resource pool.

* Address some of the smaller nits.

* Fix regression with MK8 lens flare

Texture flushes done the old way should trigger memory tracking.

* Use TextureCreateInfo as a key.

It now implements IEquatable and generates a hashcode based on width/height.

* Fix size change for compressed+non-compressed view combos.

Before, this could set either the compressed or non compressed texture with a size with the wrong size, depending on which texture had its size changed. This caused exceptions when flushing the texture.

Now it correctly takes the block size into account, assuming that these textures are only related because a pixel in the non-compressed texture represents a block in the compressed one.

* Implement JD's suggestion for HashCode Combine

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>

* Address feedback

* Address feedback.

Co-authored-by: jduncanator <1518948+jduncanator@users.noreply.github.com>
2020-09-10 16:44:04 -03:00

76 lines
2 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.OpenGL.Image
{
class TextureBuffer : TextureBase, ITexture
{
private int _bufferOffset;
private int _bufferSize;
private BufferHandle _buffer;
public TextureBuffer(TextureCreateInfo info) : base(info) {}
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
{
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 byte[] GetData()
{
return Buffer.GetData(_buffer, _bufferOffset, _bufferSize);
}
public void SetData(ReadOnlySpan<byte> data)
{
Buffer.SetData(_buffer, _bufferOffset, data.Slice(0, Math.Min(data.Length, _bufferSize)));
}
public void SetStorage(BufferRange buffer)
{
if (buffer.Handle == _buffer &&
buffer.Offset == _bufferOffset &&
buffer.Size == _bufferSize)
{
return;
}
_buffer = buffer.Handle;
_bufferOffset = buffer.Offset;
_bufferSize = buffer.Size;
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();
}
}
}