예제 #1
0
파일: Texture.cs 프로젝트: aanntaa/Ryujinx
        /// <summary>
        /// Sets the internal texture information structure.
        /// </summary>
        /// <param name="info">The new texture information</param>
        private void SetInfo(TextureInfo info)
        {
            Info = info;

            _depth  = info.GetDepth();
            _layers = info.GetLayers();
        }
예제 #2
0
        /// <summary>
        /// Checks if the texture sizes of the supplied texture informations match.
        /// </summary>
        /// <param name="lhs">Texture information to compare</param>
        /// <param name="rhs">Texture information to compare with</param>
        /// <param name="alignSizes">True to align the sizes according to the texture layout for comparison</param>
        /// <returns>True if the sizes matches, false otherwise</returns>
        public static bool SizeMatches(TextureInfo lhs, TextureInfo rhs, bool alignSizes)
        {
            if (lhs.GetLayers() != rhs.GetLayers())
            {
                return(false);
            }

            bool isTextureBuffer = lhs.Target == Target.TextureBuffer || rhs.Target == Target.TextureBuffer;

            if (alignSizes && !isTextureBuffer)
            {
                Size size0 = GetAlignedSize(lhs);
                Size size1 = GetAlignedSize(rhs);

                return(size0.Width == size1.Width &&
                       size0.Height == size1.Height &&
                       size0.Depth == size1.Depth);
            }
            else
            {
                return(lhs.Width == rhs.Width &&
                       lhs.Height == rhs.Height &&
                       lhs.GetDepth() == rhs.GetDepth());
            }
        }
예제 #3
0
        /// <summary>
        /// Gets a texture creation information from texture information.
        /// This can be used to create new host textures.
        /// </summary>
        /// <param name="info">Texture information</param>
        /// <param name="caps">GPU capabilities</param>
        /// <returns>The texture creation information</returns>
        public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps)
        {
            FormatInfo formatInfo = info.FormatInfo;

            if (!caps.SupportsAstcCompression)
            {
                if (formatInfo.Format.IsAstcUnorm())
                {
                    formatInfo = new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4, 4);
                }
                else if (formatInfo.Format.IsAstcSrgb())
                {
                    formatInfo = new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4, 4);
                }
            }

            if (info.Target == Target.TextureBuffer)
            {
                // We assume that the host does not support signed normalized format
                // (as is the case with OpenGL), so we just use a unsigned format.
                // The shader will need the appropriate conversion code to compensate.
                switch (formatInfo.Format)
                {
                case Format.R8Snorm:           formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1); break;

                case Format.R16Snorm:          formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1); break;

                case Format.R8G8Snorm:         formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2); break;

                case Format.R16G16Snorm:       formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2); break;

                case Format.R8G8B8A8Snorm:     formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4); break;

                case Format.R16G16B16A16Snorm: formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4); break;
                }
            }

            int width  = info.Width / info.SamplesInX;
            int height = info.Height / info.SamplesInY;

            int depth = info.GetDepth() * info.GetLayers();

            return(new TextureCreateInfo(
                       width,
                       height,
                       depth,
                       info.Levels,
                       info.Samples,
                       formatInfo.BlockWidth,
                       formatInfo.BlockHeight,
                       formatInfo.BytesPerPixel,
                       formatInfo.Format,
                       info.DepthStencilMode,
                       info.Target,
                       info.SwizzleR,
                       info.SwizzleG,
                       info.SwizzleB,
                       info.SwizzleA));
        }
예제 #4
0
        /// <summary>
        /// Gets a texture creation information from texture information.
        /// This can be used to create new host textures.
        /// </summary>
        /// <param name="info">Texture information</param>
        /// <param name="caps">GPU capabilities</param>
        /// <returns>The texture creation information</returns>
        public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps)
        {
            FormatInfo formatInfo = info.FormatInfo;

            if (!caps.SupportsAstcCompression)
            {
                if (formatInfo.Format.IsAstcUnorm())
                {
                    formatInfo = new FormatInfo(Format.R8G8B8A8Unorm, 1, 1, 4);
                }
                else if (formatInfo.Format.IsAstcSrgb())
                {
                    formatInfo = new FormatInfo(Format.R8G8B8A8Srgb, 1, 1, 4);
                }
            }

            int width  = info.Width / info.SamplesInX;
            int height = info.Height / info.SamplesInY;

            int depth = info.GetDepth() * info.GetLayers();

            return(new TextureCreateInfo(
                       width,
                       height,
                       depth,
                       info.Levels,
                       info.Samples,
                       formatInfo.BlockWidth,
                       formatInfo.BlockHeight,
                       formatInfo.BytesPerPixel,
                       formatInfo.Format,
                       info.DepthStencilMode,
                       info.Target,
                       info.SwizzleR,
                       info.SwizzleG,
                       info.SwizzleB,
                       info.SwizzleA));
        }
예제 #5
0
        /// <summary>
        /// Checks if the texture sizes of the supplied texture information matches this texture.
        /// </summary>
        /// <param name="info">Texture information to compare with</param>
        /// <param name="alignSizes">True to align the sizes according to the texture layout for comparison</param>
        /// <returns>True if the sizes matches, false otherwise</returns>
        private bool SizeMatches(TextureInfo info, bool alignSizes)
        {
            if (Info.GetLayers() != info.GetLayers())
            {
                return(false);
            }

            if (alignSizes)
            {
                Size size0 = GetAlignedSize(Info);
                Size size1 = GetAlignedSize(info);

                return(size0.Width == size1.Width &&
                       size0.Height == size1.Height &&
                       size0.Depth == size1.Depth);
            }
            else
            {
                return(Info.Width == info.Width &&
                       Info.Height == info.Height &&
                       Info.GetDepth() == info.GetDepth());
            }
        }
예제 #6
0
        /// <summary>
        /// Tries to find an existing texture, or create a new one if not found.
        /// </summary>
        /// <param name="info">Texture information of the texture to be found or created</param>
        /// <param name="flags">The texture search flags, defines texture comparison rules</param>
        /// <returns>The texture</returns>
        public Texture FindOrCreateTexture(TextureInfo info, TextureSearchFlags flags = TextureSearchFlags.None)
        {
            bool isSamplerTexture = (flags & TextureSearchFlags.Sampler) != 0;

            // Try to find a perfect texture match, with the same address and parameters.
            int sameAddressOverlapsCount = _textures.FindOverlaps(info.Address, ref _textureOverlaps);

            for (int index = 0; index < sameAddressOverlapsCount; index++)
            {
                Texture overlap = _textureOverlaps[index];

                if (overlap.IsPerfectMatch(info, flags))
                {
                    if (!isSamplerTexture)
                    {
                        // If not a sampler texture, it is managed by the auto delete
                        // cache, ensure that it is on the "top" of the list to avoid
                        // deletion.
                        _cache.Lift(overlap);
                    }
                    else if (!overlap.SizeMatches(info))
                    {
                        // If this is used for sampling, the size must match,
                        // otherwise the shader would sample garbage data.
                        // To fix that, we create a new texture with the correct
                        // size, and copy the data from the old one to the new one.
                        overlap.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
                    }

                    return(overlap);
                }
            }

            // Calculate texture sizes, used to find all overlapping textures.
            SizeInfo sizeInfo;

            if (info.IsLinear)
            {
                sizeInfo = SizeCalculator.GetLinearTextureSize(
                    info.Stride,
                    info.Height,
                    info.FormatInfo.BlockHeight);
            }
            else
            {
                sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
                    info.Width,
                    info.Height,
                    info.GetDepth(),
                    info.Levels,
                    info.GetLayers(),
                    info.FormatInfo.BlockWidth,
                    info.FormatInfo.BlockHeight,
                    info.FormatInfo.BytesPerPixel,
                    info.GobBlocksInY,
                    info.GobBlocksInZ,
                    info.GobBlocksInTileX);
            }

            // Find view compatible matches.
            ulong size = (ulong)sizeInfo.TotalSize;

            int overlapsCount = _textures.FindOverlaps(info.Address, size, ref _textureOverlaps);

            Texture texture = null;

            for (int index = 0; index < overlapsCount; index++)
            {
                Texture overlap = _textureOverlaps[index];

                if (overlap.IsViewCompatible(info, size, out int firstLayer, out int firstLevel))
                {
                    if (!isSamplerTexture)
                    {
                        info = AdjustSizes(overlap, info, firstLevel);
                    }

                    texture = overlap.CreateView(info, sizeInfo, firstLayer, firstLevel);

                    if (IsTextureModified(overlap))
                    {
                        CacheTextureModified(texture);
                    }

                    // The size only matters (and is only really reliable) when the
                    // texture is used on a sampler, because otherwise the size will be
                    // aligned.
                    if (!overlap.SizeMatches(info, firstLevel) && isSamplerTexture)
                    {
                        texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
                    }

                    break;
                }
            }

            // No match, create a new texture.
            if (texture == null)
            {
                texture = new Texture(_context, info, sizeInfo);

                // We need to synchronize before copying the old view data to the texture,
                // otherwise the copied data would be overwritten by a future synchronization.
                texture.SynchronizeMemory();

                for (int index = 0; index < overlapsCount; index++)
                {
                    Texture overlap = _textureOverlaps[index];

                    if (texture.IsViewCompatible(overlap.Info, overlap.Size, out int firstLayer, out int firstLevel))
                    {
                        TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, firstLevel);

                        TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities);

                        ITexture newView = texture.HostTexture.CreateView(createInfo, firstLayer, firstLevel);

                        overlap.HostTexture.CopyTo(newView, 0, 0);

                        // Inherit modification from overlapping texture, do that before replacing
                        // the view since the replacement operation removes it from the list.
                        if (IsTextureModified(overlap))
                        {
                            CacheTextureModified(texture);
                        }

                        overlap.ReplaceView(texture, overlapInfo, newView);
                    }
                }

                // If the texture is a 3D texture, we need to additionally copy any slice
                // of the 3D texture to the newly created 3D texture.
                if (info.Target == Target.Texture3D)
                {
                    for (int index = 0; index < overlapsCount; index++)
                    {
                        Texture overlap = _textureOverlaps[index];

                        if (texture.IsViewCompatible(
                                overlap.Info,
                                overlap.Size,
                                isCopy: true,
                                out int firstLayer,
                                out int firstLevel))
                        {
                            overlap.HostTexture.CopyTo(texture.HostTexture, firstLayer, firstLevel);

                            if (IsTextureModified(overlap))
                            {
                                CacheTextureModified(texture);
                            }
                        }
                    }
                }
            }

            // Sampler textures are managed by the texture pool, all other textures
            // are managed by the auto delete cache.
            if (!isSamplerTexture)
            {
                _cache.Add(texture);
                texture.Modified += CacheTextureModified;
                texture.Disposed += CacheTextureDisposed;
            }

            _textures.Add(texture);

            ShrinkOverlapsBufferIfNeeded();

            return(texture);
        }
예제 #7
0
        /// <summary>
        /// Tries to find an existing texture, or create a new one if not found.
        /// </summary>
        /// <param name="info">Texture information of the texture to be found or created</param>
        /// <param name="flags">The texture search flags, defines texture comparison rules</param>
        /// <returns>The texture</returns>
        public Texture FindOrCreateTexture(TextureInfo info, TextureSearchFlags flags = TextureSearchFlags.None)
        {
            bool isSamplerTexture = (flags & TextureSearchFlags.ForSampler) != 0;

            bool isScalable = IsUpscaleCompatible(info);

            TextureScaleMode scaleMode = TextureScaleMode.Blacklisted;

            if (isScalable)
            {
                scaleMode = (flags & TextureSearchFlags.WithUpscale) != 0 ? TextureScaleMode.Scaled : TextureScaleMode.Eligible;
            }

            int sameAddressOverlapsCount;

            lock (_textures)
            {
                // Try to find a perfect texture match, with the same address and parameters.
                sameAddressOverlapsCount = _textures.FindOverlaps(info.Address, ref _textureOverlaps);
            }

            for (int index = 0; index < sameAddressOverlapsCount; index++)
            {
                Texture overlap = _textureOverlaps[index];

                if (overlap.IsPerfectMatch(info, flags))
                {
                    if (!isSamplerTexture)
                    {
                        // If not a sampler texture, it is managed by the auto delete
                        // cache, ensure that it is on the "top" of the list to avoid
                        // deletion.
                        _cache.Lift(overlap);
                    }
                    else if (!TextureCompatibility.SizeMatches(overlap.Info, info))
                    {
                        // If this is used for sampling, the size must match,
                        // otherwise the shader would sample garbage data.
                        // To fix that, we create a new texture with the correct
                        // size, and copy the data from the old one to the new one.
                        overlap.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
                    }

                    overlap.SynchronizeMemory();

                    return(overlap);
                }
            }

            // Calculate texture sizes, used to find all overlapping textures.
            SizeInfo sizeInfo;

            if (info.Target == Target.TextureBuffer)
            {
                sizeInfo = new SizeInfo(info.Width * info.FormatInfo.BytesPerPixel);
            }
            else if (info.IsLinear)
            {
                sizeInfo = SizeCalculator.GetLinearTextureSize(
                    info.Stride,
                    info.Height,
                    info.FormatInfo.BlockHeight);
            }
            else
            {
                sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
                    info.Width,
                    info.Height,
                    info.GetDepth(),
                    info.Levels,
                    info.GetLayers(),
                    info.FormatInfo.BlockWidth,
                    info.FormatInfo.BlockHeight,
                    info.FormatInfo.BytesPerPixel,
                    info.GobBlocksInY,
                    info.GobBlocksInZ,
                    info.GobBlocksInTileX);
            }

            // Find view compatible matches.
            ulong size = (ulong)sizeInfo.TotalSize;
            int   overlapsCount;

            lock (_textures)
            {
                overlapsCount = _textures.FindOverlaps(info.Address, size, ref _textureOverlaps);
            }

            Texture texture = null;

            for (int index = 0; index < overlapsCount; index++)
            {
                Texture overlap = _textureOverlaps[index];

                if (overlap.IsViewCompatible(info, size, out int firstLayer, out int firstLevel) == TextureViewCompatibility.Full)
                {
                    if (!isSamplerTexture)
                    {
                        info = AdjustSizes(overlap, info, firstLevel);
                    }

                    texture = overlap.CreateView(info, sizeInfo, firstLayer, firstLevel);

                    if (IsTextureModified(overlap))
                    {
                        texture.SignalModified();
                    }

                    // The size only matters (and is only really reliable) when the
                    // texture is used on a sampler, because otherwise the size will be
                    // aligned.
                    if (!TextureCompatibility.SizeMatches(overlap.Info, info, firstLevel) && isSamplerTexture)
                    {
                        texture.ChangeSize(info.Width, info.Height, info.DepthOrLayers);
                    }

                    break;
                }
            }

            // No match, create a new texture.
            if (texture == null)
            {
                texture = new Texture(_context, info, sizeInfo, scaleMode);

                // Step 1: Find textures that are view compatible with the new texture.
                // Any textures that are incompatible will contain garbage data, so they should be removed where possible.

                int  viewCompatible = 0;
                bool setData        = isSamplerTexture || overlapsCount == 0;

                for (int index = 0; index < overlapsCount; index++)
                {
                    Texture overlap        = _textureOverlaps[index];
                    bool    overlapInCache = overlap.CacheNode != null;

                    TextureViewCompatibility compatibility = texture.IsViewCompatible(overlap.Info, overlap.Size, out int firstLayer, out int firstLevel);

                    if (compatibility != TextureViewCompatibility.Incompatible)
                    {
                        if (_overlapInfo.Length != _textureOverlaps.Length)
                        {
                            Array.Resize(ref _overlapInfo, _textureOverlaps.Length);
                        }

                        _overlapInfo[viewCompatible]       = new OverlapInfo(compatibility, firstLayer, firstLevel);
                        _textureOverlaps[viewCompatible++] = overlap;
                    }
                    else if (overlapInCache || !setData)
                    {
                        if (info.GobBlocksInZ > 1 && info.GobBlocksInZ == overlap.Info.GobBlocksInZ)
                        {
                            // Allow overlapping slices of 3D textures. Could be improved in future by making sure the textures don't overlap.
                            continue;
                        }

                        // The overlap texture is going to contain garbage data after we draw, or is generally incompatible.
                        // If the texture cannot be entirely contained in the new address space, and one of its view children is compatible with us,
                        // it must be flushed before removal, so that the data is not lost.

                        // If the texture was modified since its last use, then that data is probably meant to go into this texture.
                        // If the data has been modified by the CPU, then it also shouldn't be flushed.
                        bool modified = overlap.ConsumeModified();

                        bool flush = overlapInCache && !modified && (overlap.Address <texture.Address || overlap.EndAddress> texture.EndAddress) && overlap.HasViewCompatibleChild(texture);

                        setData |= modified || flush;

                        if (overlapInCache)
                        {
                            _cache.Remove(overlap, flush);
                        }
                    }
                }

                // We need to synchronize before copying the old view data to the texture,
                // otherwise the copied data would be overwritten by a future synchronization.
                texture.InitializeData(false, setData);

                for (int index = 0; index < viewCompatible; index++)
                {
                    Texture     overlap = _textureOverlaps[index];
                    OverlapInfo oInfo   = _overlapInfo[index];

                    if (oInfo.Compatibility != TextureViewCompatibility.Full)
                    {
                        continue; // Copy only compatibilty.
                    }

                    TextureInfo overlapInfo = AdjustSizes(texture, overlap.Info, oInfo.FirstLevel);

                    TextureCreateInfo createInfo = GetCreateInfo(overlapInfo, _context.Capabilities);

                    if (texture.ScaleFactor != overlap.ScaleFactor)
                    {
                        // A bit tricky, our new texture may need to contain an existing texture that is upscaled, but isn't itself.
                        // In that case, we prefer the higher scale only if our format is render-target-like, otherwise we scale the view down before copy.

                        texture.PropagateScale(overlap);
                    }

                    ITexture newView = texture.HostTexture.CreateView(createInfo, oInfo.FirstLayer, oInfo.FirstLevel);

                    overlap.HostTexture.CopyTo(newView, 0, 0);

                    // Inherit modification from overlapping texture, do that before replacing
                    // the view since the replacement operation removes it from the list.
                    if (IsTextureModified(overlap))
                    {
                        texture.SignalModified();
                    }

                    overlap.ReplaceView(texture, overlapInfo, newView, oInfo.FirstLayer, oInfo.FirstLevel);
                }

                // If the texture is a 3D texture, we need to additionally copy any slice
                // of the 3D texture to the newly created 3D texture.
                if (info.Target == Target.Texture3D)
                {
                    for (int index = 0; index < viewCompatible; index++)
                    {
                        Texture     overlap = _textureOverlaps[index];
                        OverlapInfo oInfo   = _overlapInfo[index];

                        if (oInfo.Compatibility != TextureViewCompatibility.Incompatible)
                        {
                            overlap.BlacklistScale();

                            overlap.HostTexture.CopyTo(texture.HostTexture, oInfo.FirstLayer, oInfo.FirstLevel);

                            if (IsTextureModified(overlap))
                            {
                                texture.SignalModified();
                            }
                        }
                    }
                }
            }

            // Sampler textures are managed by the texture pool, all other textures
            // are managed by the auto delete cache.
            if (!isSamplerTexture)
            {
                _cache.Add(texture);
                texture.Modified += CacheTextureModified;
                texture.Disposed += CacheTextureDisposed;
            }

            lock (_textures)
            {
                _textures.Add(texture);
            }

            ShrinkOverlapsBufferIfNeeded();

            return(texture);
        }
예제 #8
0
        /// <summary>
        /// Gets texture information from a texture descriptor.
        /// </summary>
        /// <param name="descriptor">The texture descriptor</param>
        /// <param name="layerSize">Layer size for textures using a sub-range of mipmap levels, otherwise 0</param>
        /// <returns>The texture information</returns>
        private TextureInfo GetInfo(TextureDescriptor descriptor, out int layerSize)
        {
            int width         = descriptor.UnpackWidth();
            int height        = descriptor.UnpackHeight();
            int depthOrLayers = descriptor.UnpackDepth();
            int levels        = descriptor.UnpackLevels();

            TextureMsaaMode msaaMode = descriptor.UnpackTextureMsaaMode();

            int samplesInX = msaaMode.SamplesInX();
            int samplesInY = msaaMode.SamplesInY();

            int stride = descriptor.UnpackStride();

            TextureDescriptorType descriptorType = descriptor.UnpackTextureDescriptorType();

            bool isLinear = descriptorType == TextureDescriptorType.Linear;

            Target target = descriptor.UnpackTextureTarget().Convert((samplesInX | samplesInY) != 1);

            // We use 2D targets for 1D textures as that makes texture cache
            // management easier. We don't know the target for render target
            // and copies, so those would normally use 2D targets, which are
            // not compatible with 1D targets. By doing that we also allow those
            // to match when looking for compatible textures on the cache.
            if (target == Target.Texture1D)
            {
                target = Target.Texture2D;
                height = 1;
            }
            else if (target == Target.Texture1DArray)
            {
                target = Target.Texture2DArray;
                height = 1;
            }

            uint format = descriptor.UnpackFormat();
            bool srgb   = descriptor.UnpackSrgb();

            ulong gpuVa = descriptor.UnpackAddress();

            if (!FormatTable.TryGetTextureFormat(format, srgb, out FormatInfo formatInfo))
            {
                if (Context.MemoryManager.IsMapped(gpuVa) && (int)format > 0)
                {
                    Logger.Error?.Print(LogClass.Gpu, $"Invalid texture format 0x{format:X} (sRGB: {srgb}).");
                }

                formatInfo = FormatInfo.Default;
            }

            int gobBlocksInY = descriptor.UnpackGobBlocksInY();
            int gobBlocksInZ = descriptor.UnpackGobBlocksInZ();

            int gobBlocksInTileX = descriptor.UnpackGobBlocksInTileX();

            layerSize = 0;

            int minLod = descriptor.UnpackBaseLevel();
            int maxLod = descriptor.UnpackMaxLevelInclusive();

            // Linear textures don't support mipmaps, so we don't handle this case here.
            if ((minLod != 0 || maxLod + 1 != levels) && target != Target.TextureBuffer && !isLinear)
            {
                int depth  = TextureInfo.GetDepth(target, depthOrLayers);
                int layers = TextureInfo.GetLayers(target, depthOrLayers);

                SizeInfo sizeInfo = SizeCalculator.GetBlockLinearTextureSize(
                    width,
                    height,
                    depth,
                    levels,
                    layers,
                    formatInfo.BlockWidth,
                    formatInfo.BlockHeight,
                    formatInfo.BytesPerPixel,
                    gobBlocksInY,
                    gobBlocksInZ,
                    gobBlocksInTileX);

                layerSize = sizeInfo.LayerSize;

                if (minLod != 0 && minLod < levels)
                {
                    // If the base level is not zero, we additionally add the mip level offset
                    // to the address, this allows the texture manager to find the base level from the
                    // address if there is a overlapping texture on the cache that can contain the new texture.
                    gpuVa += (ulong)sizeInfo.GetMipOffset(minLod);

                    width  = Math.Max(1, width >> minLod);
                    height = Math.Max(1, height >> minLod);

                    if (target == Target.Texture3D)
                    {
                        depthOrLayers = Math.Max(1, depthOrLayers >> minLod);
                    }

                    (gobBlocksInY, gobBlocksInZ) = SizeCalculator.GetMipGobBlockSizes(height, depth, formatInfo.BlockHeight, gobBlocksInY, gobBlocksInZ);
                }

                levels = (maxLod - minLod) + 1;
            }

            SwizzleComponent swizzleR = descriptor.UnpackSwizzleR().Convert();
            SwizzleComponent swizzleG = descriptor.UnpackSwizzleG().Convert();
            SwizzleComponent swizzleB = descriptor.UnpackSwizzleB().Convert();
            SwizzleComponent swizzleA = descriptor.UnpackSwizzleA().Convert();

            DepthStencilMode depthStencilMode = GetDepthStencilMode(
                formatInfo.Format,
                swizzleR,
                swizzleG,
                swizzleB,
                swizzleA);

            if (formatInfo.Format.IsDepthOrStencil())
            {
                swizzleR = SwizzleComponent.Red;
                swizzleG = SwizzleComponent.Red;
                swizzleB = SwizzleComponent.Red;

                if (depthStencilMode == DepthStencilMode.Depth)
                {
                    swizzleA = SwizzleComponent.One;
                }
                else
                {
                    swizzleA = SwizzleComponent.Red;
                }
            }

            return(new TextureInfo(
                       gpuVa,
                       width,
                       height,
                       depthOrLayers,
                       levels,
                       samplesInX,
                       samplesInY,
                       stride,
                       isLinear,
                       gobBlocksInY,
                       gobBlocksInZ,
                       gobBlocksInTileX,
                       target,
                       formatInfo,
                       depthStencilMode,
                       swizzleR,
                       swizzleG,
                       swizzleB,
                       swizzleA));
        }
예제 #9
0
        /// <summary>
        /// Gets a texture creation information from texture information.
        /// This can be used to create new host textures.
        /// </summary>
        /// <param name="info">Texture information</param>
        /// <param name="caps">GPU capabilities</param>
        /// <param name="scale">Texture scale factor, to be applied to the texture size</param>
        /// <returns>The texture creation information</returns>
        public static TextureCreateInfo GetCreateInfo(TextureInfo info, Capabilities caps, float scale)
        {
            FormatInfo formatInfo = TextureCompatibility.ToHostCompatibleFormat(info, caps);

            if (info.Target == Target.TextureBuffer)
            {
                // We assume that the host does not support signed normalized format
                // (as is the case with OpenGL), so we just use a unsigned format.
                // The shader will need the appropriate conversion code to compensate.
                switch (formatInfo.Format)
                {
                case Format.R8Snorm:
                    formatInfo = new FormatInfo(Format.R8Sint, 1, 1, 1, 1);
                    break;

                case Format.R16Snorm:
                    formatInfo = new FormatInfo(Format.R16Sint, 1, 1, 2, 1);
                    break;

                case Format.R8G8Snorm:
                    formatInfo = new FormatInfo(Format.R8G8Sint, 1, 1, 2, 2);
                    break;

                case Format.R16G16Snorm:
                    formatInfo = new FormatInfo(Format.R16G16Sint, 1, 1, 4, 2);
                    break;

                case Format.R8G8B8A8Snorm:
                    formatInfo = new FormatInfo(Format.R8G8B8A8Sint, 1, 1, 4, 4);
                    break;

                case Format.R16G16B16A16Snorm:
                    formatInfo = new FormatInfo(Format.R16G16B16A16Sint, 1, 1, 8, 4);
                    break;
                }
            }

            int width  = info.Width / info.SamplesInX;
            int height = info.Height / info.SamplesInY;

            int depth = info.GetDepth() * info.GetLayers();

            if (scale != 1f)
            {
                width  = (int)MathF.Ceiling(width * scale);
                height = (int)MathF.Ceiling(height * scale);
            }

            return(new TextureCreateInfo(
                       width,
                       height,
                       depth,
                       info.Levels,
                       info.Samples,
                       formatInfo.BlockWidth,
                       formatInfo.BlockHeight,
                       formatInfo.BytesPerPixel,
                       formatInfo.Format,
                       info.DepthStencilMode,
                       info.Target,
                       info.SwizzleR,
                       info.SwizzleG,
                       info.SwizzleB,
                       info.SwizzleA));
        }