/// <summary> /// Tries to find an existing texture, or create a new one if not found. /// </summary> /// <param name="colorState">Color buffer texture to find or create</param> /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param> /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param> /// <returns>The texture</returns> public Texture FindOrCreateTexture(RtColorState colorState, int samplesInX, int samplesInY) { ulong address = _context.MemoryManager.Translate(colorState.Address.Pack()); if (address == MemoryManager.BadAddress) { return(null); } bool isLinear = colorState.MemoryLayout.UnpackIsLinear(); int gobBlocksInY = colorState.MemoryLayout.UnpackGobBlocksInY(); int gobBlocksInZ = colorState.MemoryLayout.UnpackGobBlocksInZ(); Target target; if (colorState.MemoryLayout.UnpackIsTarget3D()) { target = Target.Texture3D; } else if ((samplesInX | samplesInY) != 1) { target = colorState.Depth > 1 ? Target.Texture2DMultisampleArray : Target.Texture2DMultisample; } else { target = colorState.Depth > 1 ? Target.Texture2DArray : Target.Texture2D; } FormatInfo formatInfo = colorState.Format.Convert(); int width, stride; // For linear textures, the width value is actually the stride. // We can easily get the width by dividing the stride by the bpp, // since the stride is the total number of bytes occupied by a // line. The stride should also meet alignment constraints however, // so the width we get here is the aligned width. if (isLinear) { width = colorState.WidthOrStride / formatInfo.BytesPerPixel; stride = colorState.WidthOrStride; } else { width = colorState.WidthOrStride; stride = 0; } TextureInfo info = new TextureInfo( address, width, colorState.Height, colorState.Depth, 1, samplesInX, samplesInY, stride, isLinear, gobBlocksInY, gobBlocksInZ, 1, target, formatInfo); Texture texture = FindOrCreateTexture(info); texture.SynchronizeMemory(); return(texture); }
/// <summary> /// Checks if a render target color buffer is used. /// </summary> /// <param name="colorState">Color buffer information</param> /// <returns>True if the specified buffer is enabled/used, false otherwise</returns> private static bool IsRtEnabled(RtColorState colorState) { // Colors are disabled by writing 0 to the format. return(colorState.Format != 0 && colorState.WidthOrStride != 0); }
/// <summary> /// Tries to find an existing texture, or create a new one if not found. /// </summary> /// <param name="memoryManager">GPU memory manager where the texture is mapped</param> /// <param name="colorState">Color buffer texture to find or create</param> /// <param name="layered">Indicates if the texture might be accessed with a non-zero layer index</param> /// <param name="samplesInX">Number of samples in the X direction, for MSAA</param> /// <param name="samplesInY">Number of samples in the Y direction, for MSAA</param> /// <param name="sizeHint">A hint indicating the minimum used size for the texture</param> /// <returns>The texture</returns> public Texture FindOrCreateTexture( MemoryManager memoryManager, RtColorState colorState, bool layered, int samplesInX, int samplesInY, Size sizeHint) { bool isLinear = colorState.MemoryLayout.UnpackIsLinear(); int gobBlocksInY = colorState.MemoryLayout.UnpackGobBlocksInY(); int gobBlocksInZ = colorState.MemoryLayout.UnpackGobBlocksInZ(); Target target; if (colorState.MemoryLayout.UnpackIsTarget3D()) { target = Target.Texture3D; } else if ((samplesInX | samplesInY) != 1) { target = colorState.Depth > 1 && layered ? Target.Texture2DMultisampleArray : Target.Texture2DMultisample; } else { target = colorState.Depth > 1 && layered ? Target.Texture2DArray : Target.Texture2D; } FormatInfo formatInfo = colorState.Format.Convert(); int width, stride; // For linear textures, the width value is actually the stride. // We can easily get the width by dividing the stride by the bpp, // since the stride is the total number of bytes occupied by a // line. The stride should also meet alignment constraints however, // so the width we get here is the aligned width. if (isLinear) { width = colorState.WidthOrStride / formatInfo.BytesPerPixel; stride = colorState.WidthOrStride; } else { width = colorState.WidthOrStride; stride = 0; } TextureInfo info = new TextureInfo( colorState.Address.Pack(), width, colorState.Height, colorState.Depth, 1, samplesInX, samplesInY, stride, isLinear, gobBlocksInY, gobBlocksInZ, 1, target, formatInfo); int layerSize = !isLinear ? colorState.LayerSize * 4 : 0; Texture texture = FindOrCreateTexture(memoryManager, TextureSearchFlags.WithUpscale, info, layerSize, sizeHint); texture?.SynchronizeMemory(); return(texture); }