JinxRyu/Ryujinx.Graphics/Gal/OpenGL/OGLTexture.cs
gdkchan e7559f128f
Small OpenGL Renderer refactoring (#177)
* Call OpenGL functions directly, remove the pfifo thread, some refactoring

* Fix PerformanceStatistics calculating the wrong host fps, remove wait event on PFIFO as this wasn't exactly was causing the freezes (may replace with an exception later)

* Organized the Gpu folder a bit more, renamed a few things, address PR feedback

* Make PerformanceStatistics thread safe

* Remove unused constant

* Use unlimited update rate for better pref
2018-06-23 21:39:25 -03:00

217 lines
No EOL
7.9 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.Gal.Texture;
using System;
namespace Ryujinx.Graphics.Gal.OpenGL
{
public class OGLTexture : IGalTexture
{
private class TCE
{
public int Handle;
public GalTexture Texture;
public TCE(int Handle, GalTexture Texture)
{
this.Handle = Handle;
this.Texture = Texture;
}
}
private OGLCachedResource<TCE> TextureCache;
public OGLTexture()
{
TextureCache = new OGLCachedResource<TCE>(DeleteTexture);
}
private static void DeleteTexture(TCE CachedTexture)
{
GL.DeleteTexture(CachedTexture.Handle);
}
public void Create(long Key, byte[] Data, GalTexture Texture)
{
int Handle = GL.GenTexture();
TextureCache.AddOrUpdate(Key, new TCE(Handle, Texture), (uint)Data.Length);
GL.BindTexture(TextureTarget.Texture2D, Handle);
const int Level = 0; //TODO: Support mipmap textures.
const int Border = 0;
if (IsCompressedTextureFormat(Texture.Format))
{
InternalFormat InternalFmt = OGLEnumConverter.GetCompressedTextureFormat(Texture.Format);
GL.CompressedTexImage2D(
TextureTarget.Texture2D,
Level,
InternalFmt,
Texture.Width,
Texture.Height,
Border,
Data.Length,
Data);
}
else
{
if (Texture.Format >= GalTextureFormat.Astc2D4x4)
{
int TextureBlockWidth = GetAstcBlockWidth(Texture.Format);
int TextureBlockHeight = GetAstcBlockHeight(Texture.Format);
Data = ASTCDecoder.DecodeToRGBA8888(
Data,
TextureBlockWidth,
TextureBlockHeight, 1,
Texture.Width,
Texture.Height, 1);
Texture.Format = GalTextureFormat.A8B8G8R8;
}
const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(Texture.Format);
GL.TexImage2D(
TextureTarget.Texture2D,
Level,
InternalFmt,
Texture.Width,
Texture.Height,
Border,
Format,
Type,
Data);
}
int SwizzleR = (int)OGLEnumConverter.GetTextureSwizzle(Texture.XSource);
int SwizzleG = (int)OGLEnumConverter.GetTextureSwizzle(Texture.YSource);
int SwizzleB = (int)OGLEnumConverter.GetTextureSwizzle(Texture.ZSource);
int SwizzleA = (int)OGLEnumConverter.GetTextureSwizzle(Texture.WSource);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleR, SwizzleR);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleG, SwizzleG);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleB, SwizzleB);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleA, SwizzleA);
}
private static int GetAstcBlockWidth(GalTextureFormat Format)
{
switch (Format)
{
case GalTextureFormat.Astc2D4x4: return 4;
case GalTextureFormat.Astc2D5x5: return 5;
case GalTextureFormat.Astc2D6x6: return 6;
case GalTextureFormat.Astc2D8x8: return 8;
case GalTextureFormat.Astc2D10x10: return 10;
case GalTextureFormat.Astc2D12x12: return 12;
case GalTextureFormat.Astc2D5x4: return 5;
case GalTextureFormat.Astc2D6x5: return 6;
case GalTextureFormat.Astc2D8x6: return 8;
case GalTextureFormat.Astc2D10x8: return 10;
case GalTextureFormat.Astc2D12x10: return 12;
case GalTextureFormat.Astc2D8x5: return 8;
case GalTextureFormat.Astc2D10x5: return 10;
case GalTextureFormat.Astc2D10x6: return 10;
}
throw new ArgumentException(nameof(Format));
}
private static int GetAstcBlockHeight(GalTextureFormat Format)
{
switch (Format)
{
case GalTextureFormat.Astc2D4x4: return 4;
case GalTextureFormat.Astc2D5x5: return 5;
case GalTextureFormat.Astc2D6x6: return 6;
case GalTextureFormat.Astc2D8x8: return 8;
case GalTextureFormat.Astc2D10x10: return 10;
case GalTextureFormat.Astc2D12x12: return 12;
case GalTextureFormat.Astc2D5x4: return 4;
case GalTextureFormat.Astc2D6x5: return 5;
case GalTextureFormat.Astc2D8x6: return 6;
case GalTextureFormat.Astc2D10x8: return 8;
case GalTextureFormat.Astc2D12x10: return 10;
case GalTextureFormat.Astc2D8x5: return 5;
case GalTextureFormat.Astc2D10x5: return 5;
case GalTextureFormat.Astc2D10x6: return 6;
}
throw new ArgumentException(nameof(Format));
}
public bool TryGetCachedTexture(long Key, long DataSize, out GalTexture Texture)
{
if (TextureCache.TryGetSize(Key, out long Size) && Size == DataSize)
{
if (TextureCache.TryGetValue(Key, out TCE CachedTexture))
{
Texture = CachedTexture.Texture;
return true;
}
}
Texture = default(GalTexture);
return false;
}
public void Bind(long Key, int Index)
{
if (TextureCache.TryGetValue(Key, out TCE CachedTexture))
{
GL.ActiveTexture(TextureUnit.Texture0 + Index);
GL.BindTexture(TextureTarget.Texture2D, CachedTexture.Handle);
}
}
public void SetSampler(GalTextureSampler Sampler)
{
int WrapS = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressU);
int WrapT = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressV);
int MinFilter = (int)OGLEnumConverter.GetTextureMinFilter(Sampler.MinFilter, Sampler.MipFilter);
int MagFilter = (int)OGLEnumConverter.GetTextureMagFilter(Sampler.MagFilter);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, WrapS);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, WrapT);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
float[] Color = new float[]
{
Sampler.BorderColor.Red,
Sampler.BorderColor.Green,
Sampler.BorderColor.Blue,
Sampler.BorderColor.Alpha
};
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, Color);
}
private static bool IsCompressedTextureFormat(GalTextureFormat Format)
{
switch (Format)
{
case GalTextureFormat.BC7U:
case GalTextureFormat.BC1:
case GalTextureFormat.BC2:
case GalTextureFormat.BC3:
case GalTextureFormat.BC4:
case GalTextureFormat.BC5:
return true;
}
return false;
}
}
}