mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 09:53:35 +01:00
d9b63353b0
* Support copy between multisample and non-multisample depth textures * PR feedback
867 lines
30 KiB
C#
867 lines
30 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Common;
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using Ryujinx.Common.Memory;
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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 TextureView : TextureBase, ITexture, ITextureInfo
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{
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private readonly OpenGLRenderer _renderer;
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private readonly TextureStorage _parent;
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public ITextureInfo Storage => _parent;
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public int FirstLayer { get; private set; }
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public int FirstLevel { get; private set; }
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public TextureView(
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OpenGLRenderer renderer,
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TextureStorage parent,
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TextureCreateInfo info,
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int firstLayer,
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int firstLevel) : base(info, parent.ScaleFactor)
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{
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_renderer = renderer;
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_parent = parent;
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FirstLayer = firstLayer;
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FirstLevel = firstLevel;
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CreateView();
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}
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private void CreateView()
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{
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TextureTarget target = Target.Convert();
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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PixelInternalFormat pixelInternalFormat;
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if (format.IsCompressed)
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{
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pixelInternalFormat = (PixelInternalFormat)format.PixelFormat;
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}
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else
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{
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pixelInternalFormat = format.PixelInternalFormat;
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}
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int levels = Info.GetLevelsClamped();
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GL.TextureView(
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Handle,
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target,
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_parent.Handle,
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pixelInternalFormat,
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FirstLevel,
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levels,
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FirstLayer,
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Info.GetLayers());
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GL.ActiveTexture(TextureUnit.Texture0);
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GL.BindTexture(target, Handle);
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int[] swizzleRgba = new int[]
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{
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(int)Info.SwizzleR.Convert(),
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(int)Info.SwizzleG.Convert(),
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(int)Info.SwizzleB.Convert(),
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(int)Info.SwizzleA.Convert()
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};
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if (Info.Format == Format.A1B5G5R5Unorm)
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{
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int temp = swizzleRgba[0];
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int temp2 = swizzleRgba[1];
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swizzleRgba[0] = swizzleRgba[3];
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swizzleRgba[1] = swizzleRgba[2];
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swizzleRgba[2] = temp2;
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swizzleRgba[3] = temp;
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}
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else if (Info.Format.IsBgr())
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{
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// Swap B <-> R for BGRA formats, as OpenGL has no support for them
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// and we need to manually swap the components on read/write on the GPU.
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int temp = swizzleRgba[0];
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swizzleRgba[0] = swizzleRgba[2];
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swizzleRgba[2] = temp;
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}
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GL.TexParameter(target, TextureParameterName.TextureSwizzleRgba, swizzleRgba);
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int maxLevel = levels - 1;
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if (maxLevel < 0)
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{
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maxLevel = 0;
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}
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GL.TexParameter(target, TextureParameterName.TextureMaxLevel, maxLevel);
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GL.TexParameter(target, TextureParameterName.DepthStencilTextureMode, (int)Info.DepthStencilMode.Convert());
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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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firstLayer += FirstLayer;
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firstLevel += FirstLevel;
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return _parent.CreateView(info, firstLayer, firstLevel);
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}
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public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
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{
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TextureView destinationView = (TextureView)destination;
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bool srcIsMultisample = Target.IsMultisample();
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bool dstIsMultisample = destinationView.Target.IsMultisample();
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if (dstIsMultisample != srcIsMultisample && Info.Format.IsDepthOrStencil())
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{
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int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
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CopyWithBlitForDepthMS(destinationView, 0, firstLayer, layers);
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}
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else if (!dstIsMultisample && srcIsMultisample)
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{
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int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
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_renderer.TextureCopyMS.CopyMSToNonMS(this, destinationView, 0, firstLayer, layers);
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}
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else if (dstIsMultisample && !srcIsMultisample)
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{
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int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
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_renderer.TextureCopyMS.CopyNonMSToMS(this, destinationView, 0, firstLayer, layers);
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}
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else if (destinationView.Info.BytesPerPixel != Info.BytesPerPixel)
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{
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int layers = Math.Min(Info.GetLayers(), destinationView.Info.GetLayers() - firstLayer);
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int levels = Math.Min(Info.Levels, destinationView.Info.Levels - firstLevel);
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_renderer.TextureCopyIncompatible.CopyIncompatibleFormats(this, destinationView, 0, firstLayer, 0, firstLevel, layers, levels);
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}
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else
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{
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_renderer.TextureCopy.CopyUnscaled(this, destinationView, 0, firstLayer, 0, firstLevel);
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}
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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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TextureView destinationView = (TextureView)destination;
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bool srcIsMultisample = Target.IsMultisample();
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bool dstIsMultisample = destinationView.Target.IsMultisample();
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if (dstIsMultisample != srcIsMultisample && Info.Format.IsDepthOrStencil())
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{
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CopyWithBlitForDepthMS(destinationView, srcLayer, dstLayer, 1);
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}
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else if (!dstIsMultisample && srcIsMultisample)
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{
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_renderer.TextureCopyMS.CopyMSToNonMS(this, destinationView, srcLayer, dstLayer, 1);
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}
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else if (dstIsMultisample && !srcIsMultisample)
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{
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_renderer.TextureCopyMS.CopyNonMSToMS(this, destinationView, srcLayer, dstLayer, 1);
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}
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else if (destinationView.Info.BytesPerPixel != Info.BytesPerPixel)
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{
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_renderer.TextureCopyIncompatible.CopyIncompatibleFormats(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
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}
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else
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{
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_renderer.TextureCopy.CopyUnscaled(this, destinationView, srcLayer, dstLayer, srcLevel, dstLevel, 1, 1);
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}
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}
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private void CopyWithBlitForDepthMS(TextureView destinationView, int srcLayer, int dstLayer, int layers)
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{
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// This is currently used for multisample <-> non-multisample copies.
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// We can't do that with compute because it's not possible to write depth textures on compute.
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// It can be done with draws, but we don't have support for saving and restoring the OpenGL state
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// for a draw with different state right now.
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// This approach uses blit, which causes a resolution loss since some samples will be lost
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// in the process.
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Extents2D srcRegion = new Extents2D(0, 0, Width, Height);
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Extents2D dstRegion = new Extents2D(0, 0, destinationView.Width, destinationView.Height);
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if (destinationView.Target.IsMultisample())
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{
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TextureView intermmediate = _renderer.TextureCopy.IntermediatePool.GetOrCreateWithAtLeast(
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Info.Target,
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Info.BlockWidth,
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Info.BlockHeight,
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Info.BytesPerPixel,
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Format,
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destinationView.Width,
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destinationView.Height,
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Info.Depth,
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1,
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1);
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_renderer.TextureCopy.Copy(this, intermmediate, srcRegion, dstRegion, false);
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_renderer.TextureCopy.Copy(intermmediate, destinationView, dstRegion, dstRegion, false, srcLayer, dstLayer, 0, 0, layers, 1);
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}
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else
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{
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Target target = Target switch
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{
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Target.Texture2DMultisample => Target.Texture2D,
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Target.Texture2DMultisampleArray => Target.Texture2DArray,
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_ => Target
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};
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TextureView intermmediate = _renderer.TextureCopy.IntermediatePool.GetOrCreateWithAtLeast(
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target,
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Info.BlockWidth,
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Info.BlockHeight,
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Info.BytesPerPixel,
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Format,
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Width,
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Height,
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Info.Depth,
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1,
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1);
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_renderer.TextureCopy.Copy(this, intermmediate, srcRegion, srcRegion, false);
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_renderer.TextureCopy.Copy(intermmediate, destinationView, srcRegion, dstRegion, false, srcLayer, dstLayer, 0, 0, layers, 1);
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}
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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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_renderer.TextureCopy.Copy(this, (TextureView)destination, srcRegion, dstRegion, linearFilter);
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}
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public unsafe PinnedSpan<byte> GetData()
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{
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int size = 0;
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int levels = Info.GetLevelsClamped();
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for (int level = 0; level < levels; level++)
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{
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size += Info.GetMipSize(level);
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}
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ReadOnlySpan<byte> data;
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if (HwCapabilities.UsePersistentBufferForFlush)
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{
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data = _renderer.PersistentBuffers.Default.GetTextureData(this, size);
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}
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else
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{
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IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
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WriteTo(target);
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data = new ReadOnlySpan<byte>(target.ToPointer(), size);
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}
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if (Format == Format.S8UintD24Unorm)
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{
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data = FormatConverter.ConvertD24S8ToS8D24(data);
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}
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return PinnedSpan<byte>.UnsafeFromSpan(data);
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}
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public unsafe PinnedSpan<byte> GetData(int layer, int level)
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{
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int size = Info.GetMipSize(level);
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if (HwCapabilities.UsePersistentBufferForFlush)
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{
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return PinnedSpan<byte>.UnsafeFromSpan(_renderer.PersistentBuffers.Default.GetTextureData(this, size, layer, level));
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}
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else
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{
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IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size);
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int offset = WriteTo2D(target, layer, level);
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return new PinnedSpan<byte>((byte*)target.ToPointer() + offset, size);
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}
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}
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public void WriteToPbo(int offset, bool forceBgra)
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{
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WriteTo(IntPtr.Zero + offset, forceBgra);
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}
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public int WriteToPbo2D(int offset, int layer, int level)
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{
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return WriteTo2D(IntPtr.Zero + offset, layer, level);
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}
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private int WriteTo2D(IntPtr data, int layer, int level)
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{
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TextureTarget target = Target.Convert();
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Bind(target, 0);
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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PixelFormat pixelFormat = format.PixelFormat;
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PixelType pixelType = format.PixelType;
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if (target == TextureTarget.TextureCubeMap || target == TextureTarget.TextureCubeMapArray)
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{
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target = TextureTarget.TextureCubeMapPositiveX + (layer % 6);
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}
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int mipSize = Info.GetMipSize2D(level);
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if (format.IsCompressed)
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{
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GL.GetCompressedTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, mipSize, data);
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}
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else if (format.PixelFormat != PixelFormat.DepthStencil)
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{
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GL.GetTextureSubImage(Handle, level, 0, 0, layer, Math.Max(1, Info.Width >> level), Math.Max(1, Info.Height >> level), 1, pixelFormat, pixelType, mipSize, data);
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}
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else
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{
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GL.GetTexImage(target, level, pixelFormat, pixelType, data);
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// The GL function returns all layers. Must return the offset of the layer we're interested in.
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return target switch
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{
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TextureTarget.TextureCubeMapArray => (layer / 6) * mipSize,
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TextureTarget.Texture1DArray => layer * mipSize,
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TextureTarget.Texture2DArray => layer * mipSize,
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_ => 0
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};
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}
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return 0;
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}
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private void WriteTo(IntPtr data, bool forceBgra = false)
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{
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TextureTarget target = Target.Convert();
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Bind(target, 0);
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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PixelFormat pixelFormat = format.PixelFormat;
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PixelType pixelType = format.PixelType;
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if (forceBgra)
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{
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if (pixelType == PixelType.UnsignedShort565)
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{
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pixelType = PixelType.UnsignedShort565Reversed;
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}
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else if (pixelType == PixelType.UnsignedShort565Reversed)
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{
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pixelType = PixelType.UnsignedShort565;
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}
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else
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{
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pixelFormat = PixelFormat.Bgra;
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}
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}
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int faces = 1;
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if (target == TextureTarget.TextureCubeMap)
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{
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target = TextureTarget.TextureCubeMapPositiveX;
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faces = 6;
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}
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int levels = Info.GetLevelsClamped();
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for (int level = 0; level < levels; level++)
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{
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for (int face = 0; face < faces; face++)
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{
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int faceOffset = face * Info.GetMipSize2D(level);
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if (format.IsCompressed)
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{
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GL.GetCompressedTexImage(target + face, level, data + faceOffset);
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}
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else
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{
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GL.GetTexImage(target + face, level, pixelFormat, pixelType, data + faceOffset);
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}
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}
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data += Info.GetMipSize(level);
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}
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}
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public void SetData(SpanOrArray<byte> data)
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{
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var dataSpan = data.AsSpan();
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if (Format == Format.S8UintD24Unorm)
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{
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dataSpan = FormatConverter.ConvertS8D24ToD24S8(dataSpan);
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}
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unsafe
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{
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fixed (byte* ptr = dataSpan)
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{
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ReadFrom((IntPtr)ptr, dataSpan.Length);
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}
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}
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}
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public void SetData(SpanOrArray<byte> data, int layer, int level)
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{
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var dataSpan = data.AsSpan();
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if (Format == Format.S8UintD24Unorm)
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{
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dataSpan = FormatConverter.ConvertS8D24ToD24S8(dataSpan);
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}
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unsafe
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{
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fixed (byte* ptr = dataSpan)
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{
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int width = Math.Max(Info.Width >> level, 1);
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int height = Math.Max(Info.Height >> level, 1);
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ReadFrom2D((IntPtr)ptr, layer, level, 0, 0, width, height);
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}
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}
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}
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public void SetData(SpanOrArray<byte> data, int layer, int level, Rectangle<int> region)
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{
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var dataSpan = data.AsSpan();
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if (Format == Format.S8UintD24Unorm)
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{
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dataSpan = FormatConverter.ConvertS8D24ToD24S8(dataSpan);
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}
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int wInBlocks = BitUtils.DivRoundUp(region.Width, Info.BlockWidth);
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int hInBlocks = BitUtils.DivRoundUp(region.Height, Info.BlockHeight);
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unsafe
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{
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fixed (byte* ptr = dataSpan)
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{
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ReadFrom2D(
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(IntPtr)ptr,
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layer,
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level,
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region.X,
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region.Y,
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region.Width,
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region.Height,
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BitUtils.AlignUp(wInBlocks * Info.BytesPerPixel, 4) * hInBlocks);
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}
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}
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}
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public void ReadFromPbo(int offset, int size)
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{
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ReadFrom(IntPtr.Zero + offset, size);
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}
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public void ReadFromPbo2D(int offset, int layer, int level, int width, int height)
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{
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ReadFrom2D(IntPtr.Zero + offset, layer, level, 0, 0, width, height);
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}
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private void ReadFrom2D(IntPtr data, int layer, int level, int x, int y, int width, int height)
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{
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int mipSize = Info.GetMipSize2D(level);
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ReadFrom2D(data, layer, level, x, y, width, height, mipSize);
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}
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private void ReadFrom2D(IntPtr data, int layer, int level, int x, int y, int width, int height, int mipSize)
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{
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TextureTarget target = Target.Convert();
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Bind(target, 0);
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FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
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switch (Target)
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{
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case Target.Texture1D:
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if (format.IsCompressed)
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{
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GL.CompressedTexSubImage1D(
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target,
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level,
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x,
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width,
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format.PixelFormat,
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mipSize,
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data);
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}
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else
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{
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GL.TexSubImage1D(
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target,
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level,
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x,
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width,
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format.PixelFormat,
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format.PixelType,
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data);
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}
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break;
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case Target.Texture1DArray:
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if (format.IsCompressed)
|
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{
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GL.CompressedTexSubImage2D(
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target,
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level,
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x,
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layer,
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width,
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1,
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format.PixelFormat,
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mipSize,
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data);
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}
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else
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{
|
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GL.TexSubImage2D(
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target,
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level,
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x,
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layer,
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width,
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1,
|
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format.PixelFormat,
|
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format.PixelType,
|
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data);
|
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}
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break;
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|
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case Target.Texture2D:
|
|
if (format.IsCompressed)
|
|
{
|
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GL.CompressedTexSubImage2D(
|
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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();
|
|
}
|
|
}
|
|
}
|