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ryujinx-final/Ryujinx.Graphics.OpenGL/Image/TextureView.cs
gdkchan d9b63353b0
Support copy between multisample and non-multisample depth textures (#4676)
* Support copy between multisample and non-multisample depth textures

* PR feedback
2023-04-17 08:13:53 +00:00

867 lines
30 KiB
C#

using OpenTK.Graphics.OpenGL;
using Ryujinx.Common;
using Ryujinx.Common.Memory;
using Ryujinx.Graphics.GAL;
using System;
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, parent.ScaleFactor)
{
_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.
int temp = swizzleRgba[0];
swizzleRgba[0] = swizzleRgba[2];
swizzleRgba[2] = temp;
}
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 Extents2D(0, 0, Width, Height);
Extents2D dstRegion = new Extents2D(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 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();
}
}
}