public MTLTexture(ref TextureDescription description, MTLGraphicsDevice _gd) { Width = description.Width; Height = description.Height; Depth = description.Depth; ArrayLayers = description.ArrayLayers; MipLevels = description.MipLevels; Format = description.Format; Usage = description.Usage; Type = description.Type; SampleCount = description.SampleCount; bool isDepth = (Usage & TextureUsage.DepthStencil) == TextureUsage.DepthStencil; MTLPixelFormat = MTLFormats.VdToMTLPixelFormat(Format, isDepth); MTLTextureType = MTLFormats.VdToMTLTextureType( Type, ArrayLayers, SampleCount != TextureSampleCount.Count1, (Usage & TextureUsage.Cubemap) != 0); if (Usage != TextureUsage.Staging) { MTLTextureDescriptor texDescriptor = MTLTextureDescriptor.New(); texDescriptor.width = (UIntPtr)Width; texDescriptor.height = (UIntPtr)Height; texDescriptor.depth = (UIntPtr)Depth; texDescriptor.mipmapLevelCount = (UIntPtr)MipLevels; texDescriptor.arrayLength = (UIntPtr)ArrayLayers; texDescriptor.sampleCount = (UIntPtr)FormatHelpers.GetSampleCountUInt32(SampleCount); texDescriptor.textureType = MTLTextureType; texDescriptor.pixelFormat = MTLPixelFormat; texDescriptor.textureUsage = MTLFormats.VdToMTLTextureUsage(Usage); texDescriptor.storageMode = MTLStorageMode.Private; DeviceTexture = _gd.Device.newTextureWithDescriptor(texDescriptor); ObjectiveCRuntime.release(texDescriptor.NativePtr); } else { uint blockSize = FormatHelpers.IsCompressedFormat(Format) ? 4u : 1u; uint totalStorageSize = 0; for (uint level = 0; level < MipLevels; level++) { Util.GetMipDimensions(this, level, out uint levelWidth, out uint levelHeight, out uint levelDepth); uint storageWidth = Math.Max(levelWidth, blockSize); uint storageHeight = Math.Max(levelHeight, blockSize); totalStorageSize += levelDepth * FormatHelpers.GetDepthPitch( FormatHelpers.GetRowPitch(levelWidth, Format), levelHeight, Format); } totalStorageSize *= ArrayLayers; StagingBuffer = _gd.Device.newBufferWithLengthOptions( (UIntPtr)totalStorageSize, MTLResourceOptions.StorageModeShared); } }
public MTLTexture(ulong nativeTexture, ref TextureDescription description) { DeviceTexture = new MetalBindings.MTLTexture((IntPtr)nativeTexture); Width = description.Width; Height = description.Height; Depth = description.Depth; ArrayLayers = description.ArrayLayers; MipLevels = description.MipLevels; Format = description.Format; Usage = description.Usage; Type = description.Type; SampleCount = description.SampleCount; bool isDepth = (Usage & TextureUsage.DepthStencil) == TextureUsage.DepthStencil; MTLPixelFormat = MTLFormats.VdToMTLPixelFormat(Format, isDepth); MTLTextureType = MTLFormats.VdToMTLTextureType( Type, ArrayLayers, SampleCount != TextureSampleCount.Count1, (Usage & TextureUsage.Cubemap) != 0); }