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using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.GAL.Texture;
using Ryujinx.Graphics.OpenGL.Formats;
using OpenTK.Graphics.OpenGL;
namespace Ryujinx.Graphics.OpenGL
{
class TextureStorage
{
public int Handle { get; private set; }
private Renderer _renderer;
private TextureCreateInfo _info;
public Target Target => _info.Target;
private int _viewsCount;
public TextureStorage(Renderer renderer, TextureCreateInfo info)
{
_renderer = renderer;
_info = info;
Handle = GL.GenTexture();
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;
}
switch (_info.Target)
{
case Target.Texture1D:
GL.TexStorage1D(
TextureTarget1d.Texture1D,
_info.Levels,
internalFormat,
_info.Width);
break;
case Target.Texture1DArray:
GL.TexStorage2D(
TextureTarget2d.Texture1DArray,
_info.Levels,
internalFormat,
_info.Width,
_info.Height);
break;
case Target.Texture2D:
GL.TexStorage2D(
TextureTarget2d.Texture2D,
_info.Levels,
internalFormat,
_info.Width,
_info.Height);
break;
case Target.Texture2DArray:
GL.TexStorage3D(
TextureTarget3d.Texture2DArray,
_info.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,
_info.Levels,
internalFormat,
_info.Width,
_info.Height,
_info.Depth);
break;
case Target.Cubemap:
GL.TexStorage2D(
TextureTarget2d.TextureCubeMap,
_info.Levels,
internalFormat,
_info.Width,
_info.Height);
break;
case Target.CubemapArray:
GL.TexStorage3D(
(TextureTarget3d)All.TextureCubeMapArray,
_info.Levels,
internalFormat,
_info.Width,
_info.Height,
_info.Depth);
break;
}
}
public ITexture CreateDefaultView()
{
int layers = _info.GetLayers();
return CreateView(_info, 0, 0);
}
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)
{
Dispose();
}
}
public void Dispose()
{
if (Handle != 0)
{
GL.DeleteTexture(Handle);
Handle = 0;
}
}
}
}
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