aboutsummaryrefslogtreecommitdiff
path: root/src/Ryujinx.Graphics.OpenGL/Image/TextureStorage.cs
diff options
context:
space:
mode:
Diffstat (limited to 'src/Ryujinx.Graphics.OpenGL/Image/TextureStorage.cs')
-rw-r--r--src/Ryujinx.Graphics.OpenGL/Image/TextureStorage.cs212
1 files changed, 212 insertions, 0 deletions
diff --git a/src/Ryujinx.Graphics.OpenGL/Image/TextureStorage.cs b/src/Ryujinx.Graphics.OpenGL/Image/TextureStorage.cs
new file mode 100644
index 00000000..c058ac88
--- /dev/null
+++ b/src/Ryujinx.Graphics.OpenGL/Image/TextureStorage.cs
@@ -0,0 +1,212 @@
+using OpenTK.Graphics.OpenGL;
+using Ryujinx.Common.Logging;
+using Ryujinx.Graphics.GAL;
+
+namespace Ryujinx.Graphics.OpenGL.Image
+{
+ class TextureStorage : ITextureInfo
+ {
+ public ITextureInfo Storage => this;
+ public int Handle { get; private set; }
+ public float ScaleFactor { get; private set; }
+
+ public TextureCreateInfo Info { get; }
+
+ private readonly OpenGLRenderer _renderer;
+
+ private int _viewsCount;
+
+ internal ITexture DefaultView { get; private set; }
+
+ public TextureStorage(OpenGLRenderer renderer, TextureCreateInfo info, float scaleFactor)
+ {
+ _renderer = renderer;
+ Info = info;
+
+ Handle = GL.GenTexture();
+ ScaleFactor = scaleFactor;
+
+ CreateImmutableStorage();
+ }
+
+ private void CreateImmutableStorage()
+ {
+ TextureTarget target = Info.Target.Convert();
+
+ GL.ActiveTexture(TextureUnit.Texture0);
+
+ GL.BindTexture(target, Handle);
+
+ FormatInfo format = FormatTable.GetFormatInfo(Info.Format);
+
+ SizedInternalFormat internalFormat;
+
+ if (format.IsCompressed)
+ {
+ internalFormat = (SizedInternalFormat)format.PixelFormat;
+ }
+ else
+ {
+ internalFormat = (SizedInternalFormat)format.PixelInternalFormat;
+ }
+
+ int levels = Info.GetLevelsClamped();
+
+ switch (Info.Target)
+ {
+ case Target.Texture1D:
+ GL.TexStorage1D(
+ TextureTarget1d.Texture1D,
+ levels,
+ internalFormat,
+ Info.Width);
+ break;
+
+ case Target.Texture1DArray:
+ GL.TexStorage2D(
+ TextureTarget2d.Texture1DArray,
+ levels,
+ internalFormat,
+ Info.Width,
+ Info.Height);
+ break;
+
+ case Target.Texture2D:
+ GL.TexStorage2D(
+ TextureTarget2d.Texture2D,
+ levels,
+ internalFormat,
+ Info.Width,
+ Info.Height);
+ break;
+
+ case Target.Texture2DArray:
+ GL.TexStorage3D(
+ TextureTarget3d.Texture2DArray,
+ levels,
+ internalFormat,
+ Info.Width,
+ Info.Height,
+ Info.Depth);
+ break;
+
+ case Target.Texture2DMultisample:
+ GL.TexStorage2DMultisample(
+ TextureTargetMultisample2d.Texture2DMultisample,
+ Info.Samples,
+ internalFormat,
+ Info.Width,
+ Info.Height,
+ true);
+ break;
+
+ case Target.Texture2DMultisampleArray:
+ GL.TexStorage3DMultisample(
+ TextureTargetMultisample3d.Texture2DMultisampleArray,
+ Info.Samples,
+ internalFormat,
+ Info.Width,
+ Info.Height,
+ Info.Depth,
+ true);
+ break;
+
+ case Target.Texture3D:
+ GL.TexStorage3D(
+ TextureTarget3d.Texture3D,
+ levels,
+ internalFormat,
+ Info.Width,
+ Info.Height,
+ Info.Depth);
+ break;
+
+ case Target.Cubemap:
+ GL.TexStorage2D(
+ TextureTarget2d.TextureCubeMap,
+ levels,
+ internalFormat,
+ Info.Width,
+ Info.Height);
+ break;
+
+ case Target.CubemapArray:
+ GL.TexStorage3D(
+ (TextureTarget3d)All.TextureCubeMapArray,
+ levels,
+ internalFormat,
+ Info.Width,
+ Info.Height,
+ Info.Depth);
+ break;
+
+ default:
+ Logger.Debug?.Print(LogClass.Gpu, $"Invalid or unsupported texture target: {target}.");
+ break;
+ }
+ }
+
+ public ITexture CreateDefaultView()
+ {
+ DefaultView = CreateView(Info, 0, 0);
+
+ return DefaultView;
+ }
+
+ public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
+ {
+ IncrementViewsCount();
+
+ return new TextureView(_renderer, this, info, firstLayer, firstLevel);
+ }
+
+ private void IncrementViewsCount()
+ {
+ _viewsCount++;
+ }
+
+ public void DecrementViewsCount()
+ {
+ // If we don't have any views, then the storage is now useless, delete it.
+ if (--_viewsCount == 0)
+ {
+ if (DefaultView == null)
+ {
+ Dispose();
+ }
+ else
+ {
+ // If the default view still exists, we can put it into the resource pool.
+ Release();
+ }
+ }
+ }
+
+ /// <summary>
+ /// Release the TextureStorage to the resource pool without disposing its handle.
+ /// </summary>
+ public void Release()
+ {
+ _viewsCount = 1; // When we are used again, we will have the default view.
+
+ _renderer.ResourcePool.AddTexture((TextureView)DefaultView);
+ }
+
+ public void DeleteDefault()
+ {
+ DefaultView = null;
+ }
+
+ public void Dispose()
+ {
+ DefaultView = null;
+
+ if (Handle != 0)
+ {
+ GL.DeleteTexture(Handle);
+
+ Handle = 0;
+ }
+ }
+ }
+}