Nerfed/Nerfed.Runtime/Graphics/Resources/Texture.cs

326 lines
8.6 KiB
C#

using System;
using RefreshCS;
namespace Nerfed.Runtime.Graphics;
/// <summary>
/// A multi-dimensional data container that can be efficiently used by the GPU.
/// </summary>
public class Texture : RefreshResource
{
public uint Width { get; internal set; }
public uint Height { get; internal set; }
public uint Depth { get; }
public TextureFormat Format { get; internal set; }
public bool IsCube { get; }
public uint LayerCount { get; }
public uint LevelCount { get; }
public SampleCount SampleCount { get; }
public TextureUsageFlags UsageFlags { get; }
public uint Size { get; }
private string name;
public string Name
{
get => name;
set
{
if (Device.DebugMode)
{
Refresh.Refresh_SetTextureName(
Device.Handle,
Handle,
value
);
}
name = value;
}
}
// FIXME: this allocates a delegate instance
protected override Action<IntPtr, IntPtr> ReleaseFunction => Refresh.Refresh_ReleaseTexture;
/// <summary>
/// Creates a 2D texture.
/// </summary>
/// <param name="device">An initialized GraphicsDevice.</param>
/// <param name="width">The width of the texture.</param>
/// <param name="height">The height of the texture.</param>
/// <param name="format">The format of the texture.</param>
/// <param name="usageFlags">Specifies how the texture will be used.</param>
/// <param name="levelCount">Specifies the number of mip levels.</param>
public static Texture CreateTexture2D(
GraphicsDevice device,
uint width,
uint height,
TextureFormat format,
TextureUsageFlags usageFlags,
uint levelCount = 1,
SampleCount sampleCount = SampleCount.One
) {
TextureCreateInfo textureCreateInfo = new TextureCreateInfo
{
Width = width,
Height = height,
Depth = 1,
IsCube = false,
LayerCount = 1,
LevelCount = levelCount,
SampleCount = sampleCount,
Format = format,
UsageFlags = usageFlags
};
return new Texture(device, textureCreateInfo);
}
/// <summary>
/// Creates a 2D texture array.
/// </summary>
/// <param name="device">An initialized GraphicsDevice.</param>
/// <param name="width">The width of the texture.</param>
/// <param name="height">The height of the texture.</param>
/// <param name="layerCount">The layer count of the texture.</param>
/// <param name="format">The format of the texture.</param>
/// <param name="usageFlags">Specifies how the texture will be used.</param>
/// <param name="levelCount">Specifies the number of mip levels.</param>
public static Texture CreateTexture2DArray(
GraphicsDevice device,
uint width,
uint height,
uint layerCount,
TextureFormat format,
TextureUsageFlags usageFlags,
uint levelCount = 1
) {
TextureCreateInfo textureCreateInfo = new TextureCreateInfo
{
Width = width,
Height = height,
Depth = 1,
IsCube = false,
LayerCount = layerCount,
LevelCount = levelCount,
Format = format,
UsageFlags = usageFlags
};
return new Texture(device, textureCreateInfo);
}
/// <summary>
/// Creates a 3D texture.
/// Note that the width, height and depth all form one slice and cannot be subdivided in a texture slice.
/// </summary>
public static Texture CreateTexture3D(
GraphicsDevice device,
uint width,
uint height,
uint depth,
TextureFormat format,
TextureUsageFlags usageFlags,
uint levelCount = 1
) {
TextureCreateInfo textureCreateInfo = new TextureCreateInfo
{
Width = width,
Height = height,
Depth = depth,
IsCube = false,
LayerCount = 1,
LevelCount = levelCount,
Format = format,
UsageFlags = usageFlags
};
return new Texture(device, textureCreateInfo);
}
/// <summary>
/// Creates a cube texture.
/// </summary>
/// <param name="device">An initialized GraphicsDevice.</param>
/// <param name="size">The length of one side of the cube.</param>
/// <param name="format">The format of the texture.</param>
/// <param name="usageFlags">Specifies how the texture will be used.</param>
/// <param name="levelCount">Specifies the number of mip levels.</param>
public static Texture CreateTextureCube(
GraphicsDevice device,
uint size,
TextureFormat format,
TextureUsageFlags usageFlags,
uint levelCount = 1
) {
TextureCreateInfo textureCreateInfo = new TextureCreateInfo
{
Width = size,
Height = size,
Depth = 1,
IsCube = true,
LayerCount = 6,
LevelCount = levelCount,
Format = format,
UsageFlags = usageFlags
};
return new Texture(device, textureCreateInfo);
}
/// <summary>
/// Creates a new texture using a TextureCreateInfo struct.
/// </summary>
/// <param name="device">An initialized GraphicsDevice.</param>
/// <param name="textureCreateInfo">The parameters to use when creating the texture.</param>
public Texture(
GraphicsDevice device,
in TextureCreateInfo textureCreateInfo
) : base(device)
{
Handle = Refresh.Refresh_CreateTexture(
device.Handle,
textureCreateInfo.ToRefresh()
);
Format = textureCreateInfo.Format;
Width = textureCreateInfo.Width;
Height = textureCreateInfo.Height;
Depth = textureCreateInfo.Depth;
IsCube = textureCreateInfo.IsCube;
LayerCount = textureCreateInfo.LayerCount;
LevelCount = textureCreateInfo.LevelCount;
SampleCount = textureCreateInfo.SampleCount;
UsageFlags = textureCreateInfo.UsageFlags;
Size = Width * Height * BytesPerPixel(Format) / BlockSizeSquared(Format);
name = "";
}
// Used by Window. Swapchain texture handles are managed by the driver backend.
internal Texture(
GraphicsDevice device,
TextureFormat format
) : base(device)
{
Handle = IntPtr.Zero;
Format = format;
Width = 0;
Height = 0;
Depth = 1;
IsCube = false;
LevelCount = 1;
SampleCount = SampleCount.One;
UsageFlags = TextureUsageFlags.ColorTarget;
Size = Width * Height * BytesPerPixel(Format) / BlockSizeSquared(Format);
}
public static uint BytesPerPixel(TextureFormat format)
{
switch (format)
{
case TextureFormat.R8:
case TextureFormat.R8_UINT:
return 1;
case TextureFormat.R5G6B5:
case TextureFormat.B4G4R4A4:
case TextureFormat.A1R5G5B5:
case TextureFormat.R16_SFLOAT:
case TextureFormat.R8G8_SNORM:
case TextureFormat.R8G8_UINT:
case TextureFormat.R16_UINT:
case TextureFormat.D16_UNORM:
return 2;
case TextureFormat.R8G8B8A8:
case TextureFormat.B8G8R8A8:
case TextureFormat.R32_SFLOAT:
case TextureFormat.R16G16:
case TextureFormat.R16G16_SFLOAT:
case TextureFormat.R8G8B8A8_SNORM:
case TextureFormat.A2R10G10B10:
case TextureFormat.R8G8B8A8_UINT:
case TextureFormat.R16G16_UINT:
case TextureFormat.D24_UNORM_S8_UINT:
case TextureFormat.D32_SFLOAT:
return 4;
case TextureFormat.D32_SFLOAT_S8_UINT:
return 5;
case TextureFormat.R16G16B16A16_SFLOAT:
case TextureFormat.R16G16B16A16:
case TextureFormat.R32G32_SFLOAT:
case TextureFormat.R16G16B16A16_UINT:
case TextureFormat.BC1:
return 8;
case TextureFormat.R32G32B32A32_SFLOAT:
case TextureFormat.BC2:
case TextureFormat.BC3:
case TextureFormat.BC7:
return 16;
default:
Log.Error("Texture format not recognized!");
return 0;
}
}
public static uint TexelSize(TextureFormat format)
{
switch (format)
{
case TextureFormat.BC2:
case TextureFormat.BC3:
case TextureFormat.BC7:
return 16;
case TextureFormat.BC1:
return 8;
default:
return 1;
}
}
public static uint BlockSizeSquared(TextureFormat format)
{
switch (format)
{
case TextureFormat.BC1:
case TextureFormat.BC2:
case TextureFormat.BC3:
case TextureFormat.BC7:
return 16;
case TextureFormat.R8G8B8A8:
case TextureFormat.B8G8R8A8:
case TextureFormat.R5G6B5:
case TextureFormat.A1R5G5B5:
case TextureFormat.B4G4R4A4:
case TextureFormat.A2R10G10B10:
case TextureFormat.R16G16:
case TextureFormat.R16G16B16A16:
case TextureFormat.R8:
case TextureFormat.R8G8_SNORM:
case TextureFormat.R8G8B8A8_SNORM:
case TextureFormat.R16_SFLOAT:
case TextureFormat.R16G16_SFLOAT:
case TextureFormat.R16G16B16A16_SFLOAT:
case TextureFormat.R32_SFLOAT:
case TextureFormat.R32G32_SFLOAT:
case TextureFormat.R32G32B32A32_SFLOAT:
case TextureFormat.R8_UINT:
case TextureFormat.R8G8_UINT:
case TextureFormat.R8G8B8A8_UINT:
case TextureFormat.R16_UINT:
case TextureFormat.R16G16_UINT:
case TextureFormat.R16G16B16A16_UINT:
case TextureFormat.D16_UNORM:
case TextureFormat.D24_UNORM:
case TextureFormat.D24_UNORM_S8_UINT:
case TextureFormat.D32_SFLOAT:
case TextureFormat.D32_SFLOAT_S8_UINT:
return 1;
default:
Log.Error("Texture format not recognized!");
return 0;
}
}
public static implicit operator TextureSlice(Texture t) => new TextureSlice(t);
public static implicit operator TextureRegion(Texture t) => new TextureRegion(t);
}