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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 TextureCreateInfo Info { get; }
private readonly OpenGLRenderer _renderer;
private int _viewsCount;
internal ITexture DefaultView { get; private set; }
public TextureStorage(OpenGLRenderer 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;
}
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;
}
}
}
}
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