using OpenTK.Graphics.OpenGL; using Ryujinx.Common; using Ryujinx.Common.Memory; using Ryujinx.Graphics.GAL; using System; using System.Diagnostics; 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. (swizzleRgba[2], swizzleRgba[0]) = (swizzleRgba[0], swizzleRgba[2]); } 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(0, 0, Width, Height); Extents2D dstRegion = new(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 GetData() { int size = 0; int levels = Info.GetLevelsClamped(); for (int level = 0; level < levels; level++) { size += Info.GetMipSize(level); } ReadOnlySpan data; if (HwCapabilities.UsePersistentBufferForFlush) { data = _renderer.PersistentBuffers.Default.GetTextureData(this, size); } else { IntPtr target = _renderer.PersistentBuffers.Default.GetHostArray(size); WriteTo(target); data = new ReadOnlySpan(target.ToPointer(), size); } if (Format == Format.S8UintD24Unorm) { data = FormatConverter.ConvertD24S8ToS8D24(data); } return PinnedSpan.UnsafeFromSpan(data); } public unsafe PinnedSpan GetData(int layer, int level) { int size = Info.GetMipSize(level); if (HwCapabilities.UsePersistentBufferForFlush) { return PinnedSpan.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*)target.ToPointer() + offset, size); } } public void CopyTo(BufferRange range, int layer, int level, int stride) { if (stride != 0 && stride != BitUtils.AlignUp(Info.Width * Info.BytesPerPixel, 4)) { throw new NotSupportedException("Stride conversion for texture copy to buffer not supported."); } GL.BindBuffer(BufferTarget.PixelPackBuffer, range.Handle.ToInt32()); FormatInfo format = FormatTable.GetFormatInfo(Info.Format); if (format.PixelFormat == PixelFormat.DepthStencil) { throw new InvalidOperationException("DepthStencil copy to buffer is not supported for layer/level > 0."); } int offset = WriteToPbo2D(range.Offset, layer, level); Debug.Assert(offset == 0); GL.BindBuffer(BufferTarget.PixelPackBuffer, 0); } 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 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 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 data, int layer, int level, Rectangle 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; } } /// /// 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. /// 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(); } } }