aboutsummaryrefslogtreecommitdiff
path: root/Ryujinx.Graphics.Gpu/Image/TextureInfo.cs
blob: 2bcafd727fa6b18fee5a85f982fb1823f52435c9 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
using Ryujinx.Graphics.GAL;

namespace Ryujinx.Graphics.Gpu.Image
{
    /// <summary>
    /// Texture information.
    /// </summary>
    struct TextureInfo
    {
        /// <summary>
        /// Address of the texture in guest memory.
        /// </summary>
        public ulong Address { get; }

        /// <summary>
        /// The width of the texture.
        /// </summary>
        public int Width { get; }

        /// <summary>
        /// The height of the texture, or layers count for 1D array textures.
        /// </summary>
        public int Height { get; }

        /// <summary>
        /// The depth of the texture (for 3D textures), or layers count for array textures.
        /// </summary>
        public int DepthOrLayers { get; }

        /// <summary>
        /// The number of mipmap levels of the texture.
        /// </summary>
        public int Levels { get; }

        /// <summary>
        /// The number of samples in the X direction for multisampled textures.
        /// </summary>
        public int SamplesInX { get; }

        /// <summary>
        /// The number of samples in the Y direction for multisampled textures.
        /// </summary>
        public int SamplesInY { get; }

        /// <summary>
        /// The number of bytes per line for linear textures.
        /// </summary>
        public int Stride { get; }

        /// <summary>
        /// Indicates whenever or not the texture is a linear texture.
        /// </summary>
        public bool IsLinear { get; }

        /// <summary>
        /// GOB blocks in the Y direction, for block linear textures.
        /// </summary>
        public int GobBlocksInY { get; }

        /// <summary>
        /// GOB blocks in the Z direction, for block linear textures.
        /// </summary>
        public int GobBlocksInZ { get; }

        /// <summary>
        /// Number of GOB blocks per tile in the X direction, for block linear textures.
        /// </summary>
        public int GobBlocksInTileX { get; }

        /// <summary>
        /// Total number of samples for multisampled textures.
        /// </summary>
        public int Samples => SamplesInX * SamplesInY;

        /// <summary>
        /// Texture target type.
        /// </summary>
        public Target Target { get; }

        /// <summary>
        /// Texture format information.
        /// </summary>
        public FormatInfo FormatInfo { get; }

        /// <summary>
        /// Depth-stencil mode of the texture. This defines whenever the depth or stencil value is read from shaders,
        /// for depth-stencil texture formats.
        /// </summary>
        public DepthStencilMode DepthStencilMode { get; }

        /// <summary>
        /// Texture swizzle for the red color channel.
        /// </summary>
        public SwizzleComponent SwizzleR { get; }
        /// <summary>
        /// Texture swizzle for the green color channel.
        /// </summary>
        public SwizzleComponent SwizzleG { get; }
        /// <summary>
        /// Texture swizzle for the blue color channel.
        /// </summary>
        public SwizzleComponent SwizzleB { get; }
        /// <summary>
        /// Texture swizzle for the alpha color channel.
        /// </summary>
        public SwizzleComponent SwizzleA { get; }

        /// <summary>
        /// Constructs the texture information structure.
        /// </summary>
        /// <param name="address">The address of the texture</param>
        /// <param name="width">The width of the texture</param>
        /// <param name="height">The height or the texture</param>
        /// <param name="depthOrLayers">The depth or layers count of the texture</param>
        /// <param name="levels">The amount of mipmap levels of the texture</param>
        /// <param name="samplesInX">The number of samples in the X direction for multisample textures, should be 1 otherwise</param>
        /// <param name="samplesInY">The number of samples in the Y direction for multisample textures, should be 1 otherwise</param>
        /// <param name="stride">The stride for linear textures</param>
        /// <param name="isLinear">Whenever the texture is linear or block linear</param>
        /// <param name="gobBlocksInY">Number of GOB blocks in the Y direction</param>
        /// <param name="gobBlocksInZ">Number of GOB blocks in the Z direction</param>
        /// <param name="gobBlocksInTileX">Number of GOB blocks per tile in the X direction</param>
        /// <param name="target">Texture target type</param>
        /// <param name="formatInfo">Texture format information</param>
        /// <param name="depthStencilMode">Depth-stencil mode</param>
        /// <param name="swizzleR">Swizzle for the red color channel</param>
        /// <param name="swizzleG">Swizzle for the green color channel</param>
        /// <param name="swizzleB">Swizzle for the blue color channel</param>
        /// <param name="swizzleA">Swizzle for the alpha color channel</param>
        public TextureInfo(
            ulong            address,
            int              width,
            int              height,
            int              depthOrLayers,
            int              levels,
            int              samplesInX,
            int              samplesInY,
            int              stride,
            bool             isLinear,
            int              gobBlocksInY,
            int              gobBlocksInZ,
            int              gobBlocksInTileX,
            Target           target,
            FormatInfo       formatInfo,
            DepthStencilMode depthStencilMode = DepthStencilMode.Depth,
            SwizzleComponent swizzleR         = SwizzleComponent.Red,
            SwizzleComponent swizzleG         = SwizzleComponent.Green,
            SwizzleComponent swizzleB         = SwizzleComponent.Blue,
            SwizzleComponent swizzleA         = SwizzleComponent.Alpha)
        {
            Address          = address;
            Width            = width;
            Height           = height;
            DepthOrLayers    = depthOrLayers;
            Levels           = levels;
            SamplesInX       = samplesInX;
            SamplesInY       = samplesInY;
            Stride           = stride;
            IsLinear         = isLinear;
            GobBlocksInY     = gobBlocksInY;
            GobBlocksInZ     = gobBlocksInZ;
            GobBlocksInTileX = gobBlocksInTileX;
            Target           = target;
            FormatInfo       = formatInfo;
            DepthStencilMode = depthStencilMode;
            SwizzleR         = swizzleR;
            SwizzleG         = swizzleG;
            SwizzleB         = swizzleB;
            SwizzleA         = swizzleA;
        }

        /// <summary>
        /// Gets the real texture depth.
        /// Returns 1 for any target other than 3D textures.
        /// </summary>
        /// <returns>Texture depth</returns>
        public int GetDepth()
        {
            return Target == Target.Texture3D ? DepthOrLayers : 1;
        }

        /// <summary>
        /// Gets the number of layers of the texture.
        /// Returns 1 for non-array textures, 6 for cubemap textures, and layer faces for cubemap array textures.
        /// </summary>
        /// <returns>The number of texture layers</returns>
        public int GetLayers()
        {
            if (Target == Target.Texture2DArray || Target == Target.Texture2DMultisampleArray)
            {
                return DepthOrLayers;
            }
            else if (Target == Target.CubemapArray)
            {
                return DepthOrLayers * 6;
            }
            else if (Target == Target.Cubemap)
            {
                return 6;
            }
            else
            {
                return 1;
            }
        }
    }
}