forked from Mirror/Ryujinx
eb528ae0f0
* Add workflow to perform automated checks for PRs * Downgrade Microsoft.CodeAnalysis to 4.4.0 This is a workaround to fix issues with dotnet-format. See: - https://github.com/dotnet/format/issues/1805 - https://github.com/dotnet/format/issues/1800 * Adjust editorconfig to be more compatible with Ryujinx code-style * Adjust .editorconfig line endings to match .gitattributes * Disable 'prefer switch expression' rule * Remove naming styles These are the default rules, so we don't need to override them. * Silence IDE0060 in .editorconfig * Slightly adjust .editorconfig * Add lost workflow changes * Move .editorconfig comment to the top * .editorconfig: private static readonly fields should be _lowerCamelCase * .editorconfig: Remove alignment for declarations as well * editorconfig: Add rule for local constants * Disable CA1822 for HLE services * Disable CA1822 for ViewModels Bindings won't work with static members, but this issue is silently ignored. * Run dotnet format for the whole solution * Check result code of SDL_GetDisplayBounds * Fix dotnet format style issues * Add missing trailing commas * Update Microsoft.CodeAnalysis.CSharp to 4.6.0 Skipping 4.5.0 since it breaks dotnet format * Restore old default naming rules for dotnet format * Add naming rule exception for CPU tests * checks: Include all files before excluding paths * Fix dotnet format issues * Check dotnet format version * checks: Run dotnet format with severity info again * checks: Disable naming style rules until they won't crash the process anymore * Remove unread private member * checks: Attempt to run analyzers 3 times before giving up * checks: Enable naming style rules again with the new retry logic
888 lines
30 KiB
C#
888 lines
30 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Common;
|
|
using Ryujinx.Common.Memory;
|
|
using Ryujinx.Graphics.GAL;
|
|
using System;
|
|
using System.Diagnostics;
|
|
|
|
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)
|
|
{
|
|
_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.
|
|
(swizzleRgba[2], swizzleRgba[0]) = (swizzleRgba[0], swizzleRgba[2]);
|
|
}
|
|
|
|
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(0, 0, Width, Height);
|
|
Extents2D dstRegion = new(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 CopyTo(BufferRange range, int layer, int level, int stride)
|
|
{
|
|
if (stride != 0 && stride != BitUtils.AlignUp(Info.Width * Info.BytesPerPixel, 4))
|
|
{
|
|
throw new NotSupportedException("Stride conversion for texture copy to buffer not supported.");
|
|
}
|
|
|
|
GL.BindBuffer(BufferTarget.PixelPackBuffer, range.Handle.ToInt32());
|
|
|
|
FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
|
|
if (format.PixelFormat == PixelFormat.DepthStencil)
|
|
{
|
|
throw new InvalidOperationException("DepthStencil copy to buffer is not supported for layer/level > 0.");
|
|
}
|
|
|
|
int offset = WriteToPbo2D(range.Offset, layer, level);
|
|
|
|
Debug.Assert(offset == 0);
|
|
|
|
GL.BindBuffer(BufferTarget.PixelPackBuffer, 0);
|
|
}
|
|
|
|
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();
|
|
}
|
|
}
|
|
}
|