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https://github.com/Ryujinx/Ryujinx.git
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d9b63353b0
* Support copy between multisample and non-multisample depth textures * PR feedback
103 lines
3 KiB
C#
103 lines
3 KiB
C#
using Ryujinx.Graphics.GAL;
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using System;
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using System.Collections.Generic;
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namespace Ryujinx.Graphics.OpenGL.Image
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{
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class IntermediatePool : IDisposable
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{
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private readonly OpenGLRenderer _renderer;
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private readonly List<TextureView> _entries;
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public IntermediatePool(OpenGLRenderer renderer)
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{
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_renderer = renderer;
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_entries = new List<TextureView>();
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}
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public TextureView GetOrCreateWithAtLeast(
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Target target,
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int blockWidth,
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int blockHeight,
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int bytesPerPixel,
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Format format,
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int width,
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int height,
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int depth,
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int levels,
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int samples)
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{
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TextureView entry;
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for (int i = 0; i < _entries.Count; i++)
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{
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entry = _entries[i];
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if (entry.Target == target && entry.Format == format && entry.Info.Samples == samples)
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{
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if (entry.Width < width ||
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entry.Height < height ||
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entry.Info.Depth < depth ||
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entry.Info.Levels < levels)
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{
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width = Math.Max(width, entry.Width);
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height = Math.Max(height, entry.Height);
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depth = Math.Max(depth, entry.Info.Depth);
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levels = Math.Max(levels, entry.Info.Levels);
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entry.Dispose();
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entry = CreateNew(target, blockWidth, blockHeight, bytesPerPixel, format, width, height, depth, levels, samples);
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_entries[i] = entry;
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}
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return entry;
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}
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}
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entry = CreateNew(target, blockWidth, blockHeight, bytesPerPixel, format, width, height, depth, levels, samples);
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_entries.Add(entry);
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return entry;
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}
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private TextureView CreateNew(
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Target target,
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int blockWidth,
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int blockHeight,
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int bytesPerPixel,
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Format format,
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int width,
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int height,
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int depth,
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int levels,
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int samples)
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{
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return (TextureView)_renderer.CreateTexture(new TextureCreateInfo(
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width,
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height,
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depth,
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levels,
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samples,
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blockWidth,
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blockHeight,
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bytesPerPixel,
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format,
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DepthStencilMode.Depth,
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target,
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SwizzleComponent.Red,
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SwizzleComponent.Green,
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SwizzleComponent.Blue,
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SwizzleComponent.Alpha), 1f);
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}
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public void Dispose()
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{
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foreach (TextureView entry in _entries)
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{
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entry.Dispose();
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}
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_entries.Clear();
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}
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}
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} |