using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.OpenGL.Image
{
class TextureBuffer : TextureBase, ITexture
private OpenGLRenderer _renderer;
private int _bufferOffset;
private int _bufferSize;
private int _bufferCount;
private BufferHandle _buffer;
public TextureBuffer(OpenGLRenderer renderer, TextureCreateInfo info) : base(info)
_renderer = renderer;
}
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
throw new NotSupportedException();
public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
public ReadOnlySpan<byte> GetData()
return Buffer.GetData(_renderer, _buffer, _bufferOffset, _bufferSize);
public ReadOnlySpan<byte> GetData(int layer, int level)
return GetData();
public void SetData(ReadOnlySpan<byte> data)
Buffer.SetData(_buffer, _bufferOffset, data.Slice(0, Math.Min(data.Length, _bufferSize)));
public void SetData(ReadOnlySpan<byte> data, int layer, int level)
public void SetStorage(BufferRange buffer)
if (_buffer != BufferHandle.Null &&
_buffer == buffer.Handle &&
buffer.Offset == _bufferOffset &&
buffer.Size == _bufferSize &&
_renderer.BufferCount == _bufferCount)
// Only rebind the buffer when more have been created.
return;
_buffer = buffer.Handle;
_bufferOffset = buffer.Offset;
_bufferSize = buffer.Size;
_bufferCount = _renderer.BufferCount;
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();