mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-08 17:38:32 +00:00
b9aa3966c0
interpreter, and a rewrite of the GPU code.
96 lines
3.1 KiB
C#
96 lines
3.1 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
|
|
namespace Ryujinx.Graphics.Gal.OpenGL
|
|
{
|
|
class OGLTexture
|
|
{
|
|
private int[] Textures;
|
|
|
|
public OGLTexture()
|
|
{
|
|
Textures = new int[80];
|
|
}
|
|
|
|
public void Set(int Index, GalTexture Tex)
|
|
{
|
|
GL.ActiveTexture(TextureUnit.Texture0 + Index);
|
|
|
|
int Handle = EnsureTextureInitialized(Index);
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, Handle);
|
|
|
|
int W = Tex.Width;
|
|
int H = Tex.Height;
|
|
|
|
byte[] Data = Tex.Data;
|
|
|
|
int Length = Data.Length;
|
|
|
|
if (IsCompressedTextureFormat(Tex.Format))
|
|
{
|
|
PixelInternalFormat Pif = OGLEnumConverter.GetCompressedTextureFormat(Tex.Format);
|
|
|
|
GL.CompressedTexImage2D(TextureTarget.Texture2D, 0, Pif, W, H, 0, Length, Data);
|
|
}
|
|
else
|
|
{
|
|
//TODO: Get those from Texture format.
|
|
const PixelInternalFormat Pif = PixelInternalFormat.Rgba;
|
|
|
|
const PixelFormat Pf = PixelFormat.Rgba;
|
|
|
|
const PixelType Pt = PixelType.UnsignedByte;
|
|
|
|
GL.TexImage2D(TextureTarget.Texture2D, 0, Pif, W, H, 0, Pf, Pt, Data);
|
|
}
|
|
}
|
|
|
|
public void Set(int Index, GalTextureSampler Sampler)
|
|
{
|
|
int Handle = EnsureTextureInitialized(Index);
|
|
|
|
GL.BindTexture(TextureTarget.Texture2D, Handle);
|
|
|
|
int WrapS = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressU);
|
|
int WrapT = (int)OGLEnumConverter.GetTextureWrapMode(Sampler.AddressV);
|
|
|
|
int MinFilter = (int)OGLEnumConverter.GetTextureMinFilter(Sampler.MinFilter, Sampler.MipFilter);
|
|
int MagFilter = (int)OGLEnumConverter.GetTextureMagFilter(Sampler.MagFilter);
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, WrapS);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, WrapT);
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
|
|
|
|
float[] Color = new float[]
|
|
{
|
|
Sampler.BorderColor.Red,
|
|
Sampler.BorderColor.Green,
|
|
Sampler.BorderColor.Blue,
|
|
Sampler.BorderColor.Alpha
|
|
};
|
|
|
|
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureBorderColor, Color);
|
|
}
|
|
|
|
private static bool IsCompressedTextureFormat(GalTextureFormat Format)
|
|
{
|
|
return Format == GalTextureFormat.BC1 ||
|
|
Format == GalTextureFormat.BC2 ||
|
|
Format == GalTextureFormat.BC3;
|
|
}
|
|
|
|
private int EnsureTextureInitialized(int TexIndex)
|
|
{
|
|
int Handle = Textures[TexIndex];
|
|
|
|
if (Handle == 0)
|
|
{
|
|
Handle = Textures[TexIndex] = GL.GenTexture();
|
|
}
|
|
|
|
return Handle;
|
|
}
|
|
}
|
|
} |