Ryujinx-git/Ryujinx.Graphics.OpenGL/Image/TextureBuffer.cs

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using OpenTK.Graphics.OpenGL;
using Ryujinx.Graphics.GAL;
using System;
namespace Ryujinx.Graphics.OpenGL.Image
{
class TextureBuffer : TextureBase, ITexture
{
private Renderer _renderer;
private int _bufferOffset;
private int _bufferSize;
private int _bufferCount;
private BufferHandle _buffer;
public TextureBuffer(Renderer renderer, TextureCreateInfo info) : base(info)
{
_renderer = renderer;
}
public void CopyTo(ITexture destination, int firstLayer, int firstLevel)
{
throw new NotSupportedException();
}
public void CopyTo(ITexture destination, int srcLayer, int dstLayer, int srcLevel, int dstLevel)
{
throw new NotSupportedException();
}
public void CopyTo(ITexture destination, Extents2D srcRegion, Extents2D dstRegion, bool linearFilter)
{
throw new NotSupportedException();
}
public ITexture CreateView(TextureCreateInfo info, int firstLayer, int firstLevel)
{
throw new NotSupportedException();
}
public ReadOnlySpan<byte> GetData()
{
return Buffer.GetData(_renderer, _buffer, _bufferOffset, _bufferSize);
}
public void SetData(ReadOnlySpan<byte> data)
{
Buffer.SetData(_buffer, _bufferOffset, data.Slice(0, Math.Min(data.Length, _bufferSize)));
}
public void SetData(ReadOnlySpan<byte> data, int layer, int level)
{
throw new NotSupportedException();
}
public void SetStorage(BufferRange buffer)
{
if (_buffer != BufferHandle.Null &&
buffer.Offset == _bufferOffset &&
buffer.Size == _bufferSize &&
_renderer.BufferCount == _bufferCount)
{
// Only rebind the buffer when more have been created.
return;
}
_buffer = buffer.Handle;
_bufferOffset = buffer.Offset;
_bufferSize = buffer.Size;
_bufferCount = _renderer.BufferCount;
Bind(0);
SizedInternalFormat format = (SizedInternalFormat)FormatTable.GetFormatInfo(Info.Format).PixelInternalFormat;
GL.TexBufferRange(TextureBufferTarget.TextureBuffer, format, _buffer.ToInt32(), (IntPtr)buffer.Offset, buffer.Size);
}
public void Dispose()
{
if (Handle != 0)
{
GL.DeleteTexture(Handle);
Handle = 0;
}
}
public void Release()
{
Dispose();
}
}
}