mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-23 20:05:45 +00:00
e7559f128f
* 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
217 lines
No EOL
7.9 KiB
C#
217 lines
No EOL
7.9 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.Gal.Texture;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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public class OGLTexture : IGalTexture
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{
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private class TCE
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{
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public int Handle;
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public GalTexture Texture;
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public TCE(int Handle, GalTexture Texture)
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{
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this.Handle = Handle;
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this.Texture = Texture;
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}
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}
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private OGLCachedResource<TCE> TextureCache;
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public OGLTexture()
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{
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TextureCache = new OGLCachedResource<TCE>(DeleteTexture);
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}
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private static void DeleteTexture(TCE CachedTexture)
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{
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GL.DeleteTexture(CachedTexture.Handle);
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}
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public void Create(long Key, byte[] Data, GalTexture Texture)
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{
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int Handle = GL.GenTexture();
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TextureCache.AddOrUpdate(Key, new TCE(Handle, Texture), (uint)Data.Length);
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GL.BindTexture(TextureTarget.Texture2D, Handle);
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const int Level = 0; //TODO: Support mipmap textures.
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const int Border = 0;
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if (IsCompressedTextureFormat(Texture.Format))
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{
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InternalFormat InternalFmt = OGLEnumConverter.GetCompressedTextureFormat(Texture.Format);
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GL.CompressedTexImage2D(
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TextureTarget.Texture2D,
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Level,
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InternalFmt,
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Texture.Width,
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Texture.Height,
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Border,
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Data.Length,
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Data);
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}
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else
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{
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if (Texture.Format >= GalTextureFormat.Astc2D4x4)
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{
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int TextureBlockWidth = GetAstcBlockWidth(Texture.Format);
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int TextureBlockHeight = GetAstcBlockHeight(Texture.Format);
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Data = ASTCDecoder.DecodeToRGBA8888(
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Data,
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TextureBlockWidth,
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TextureBlockHeight, 1,
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Texture.Width,
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Texture.Height, 1);
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Texture.Format = GalTextureFormat.A8B8G8R8;
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}
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const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
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(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(Texture.Format);
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GL.TexImage2D(
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TextureTarget.Texture2D,
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Level,
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InternalFmt,
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Texture.Width,
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Texture.Height,
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Border,
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Format,
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Type,
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Data);
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}
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int SwizzleR = (int)OGLEnumConverter.GetTextureSwizzle(Texture.XSource);
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int SwizzleG = (int)OGLEnumConverter.GetTextureSwizzle(Texture.YSource);
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int SwizzleB = (int)OGLEnumConverter.GetTextureSwizzle(Texture.ZSource);
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int SwizzleA = (int)OGLEnumConverter.GetTextureSwizzle(Texture.WSource);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleR, SwizzleR);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleG, SwizzleG);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleB, SwizzleB);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureSwizzleA, SwizzleA);
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}
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private static int GetAstcBlockWidth(GalTextureFormat Format)
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{
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switch (Format)
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{
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case GalTextureFormat.Astc2D4x4: return 4;
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case GalTextureFormat.Astc2D5x5: return 5;
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case GalTextureFormat.Astc2D6x6: return 6;
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case GalTextureFormat.Astc2D8x8: return 8;
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case GalTextureFormat.Astc2D10x10: return 10;
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case GalTextureFormat.Astc2D12x12: return 12;
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case GalTextureFormat.Astc2D5x4: return 5;
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case GalTextureFormat.Astc2D6x5: return 6;
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case GalTextureFormat.Astc2D8x6: return 8;
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case GalTextureFormat.Astc2D10x8: return 10;
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case GalTextureFormat.Astc2D12x10: return 12;
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case GalTextureFormat.Astc2D8x5: return 8;
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case GalTextureFormat.Astc2D10x5: return 10;
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case GalTextureFormat.Astc2D10x6: return 10;
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}
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throw new ArgumentException(nameof(Format));
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}
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private static int GetAstcBlockHeight(GalTextureFormat Format)
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{
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switch (Format)
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{
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case GalTextureFormat.Astc2D4x4: return 4;
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case GalTextureFormat.Astc2D5x5: return 5;
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case GalTextureFormat.Astc2D6x6: return 6;
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case GalTextureFormat.Astc2D8x8: return 8;
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case GalTextureFormat.Astc2D10x10: return 10;
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case GalTextureFormat.Astc2D12x12: return 12;
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case GalTextureFormat.Astc2D5x4: return 4;
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case GalTextureFormat.Astc2D6x5: return 5;
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case GalTextureFormat.Astc2D8x6: return 6;
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case GalTextureFormat.Astc2D10x8: return 8;
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case GalTextureFormat.Astc2D12x10: return 10;
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case GalTextureFormat.Astc2D8x5: return 5;
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case GalTextureFormat.Astc2D10x5: return 5;
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case GalTextureFormat.Astc2D10x6: return 6;
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}
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throw new ArgumentException(nameof(Format));
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}
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public bool TryGetCachedTexture(long Key, long DataSize, out GalTexture Texture)
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{
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if (TextureCache.TryGetSize(Key, out long Size) && Size == DataSize)
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{
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if (TextureCache.TryGetValue(Key, out TCE CachedTexture))
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{
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Texture = CachedTexture.Texture;
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return true;
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}
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}
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Texture = default(GalTexture);
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return false;
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}
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public void Bind(long Key, int Index)
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{
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if (TextureCache.TryGetValue(Key, out TCE CachedTexture))
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{
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GL.ActiveTexture(TextureUnit.Texture0 + Index);
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GL.BindTexture(TextureTarget.Texture2D, CachedTexture.Handle);
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}
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}
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public void SetSampler(GalTextureSampler Sampler)
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{
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int WrapS = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressU);
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int WrapT = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressV);
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int MinFilter = (int)OGLEnumConverter.GetTextureMinFilter(Sampler.MinFilter, Sampler.MipFilter);
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int MagFilter = (int)OGLEnumConverter.GetTextureMagFilter(Sampler.MagFilter);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, WrapS);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, WrapT);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
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float[] Color = new float[]
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{
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Sampler.BorderColor.Red,
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Sampler.BorderColor.Green,
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Sampler.BorderColor.Blue,
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Sampler.BorderColor.Alpha
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};
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GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, Color);
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}
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private static bool IsCompressedTextureFormat(GalTextureFormat Format)
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{
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switch (Format)
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{
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case GalTextureFormat.BC7U:
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case GalTextureFormat.BC1:
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case GalTextureFormat.BC2:
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case GalTextureFormat.BC3:
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case GalTextureFormat.BC4:
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case GalTextureFormat.BC5:
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return true;
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}
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return false;
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}
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}
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} |