Files
GhostEngine/Ghost.Graphics/RHI/IResource.cs
Misaki d2d9f5feb7 Refactor and enhance codebase for maintainability
Refactored and reorganized the codebase to improve readability, performance, and maintainability. Introduced new interfaces and structs for better resource management, updated project configuration files, and refactored shader and graphics pipeline management. Improved error handling, code formatting, and removed unused code and namespaces. Updated DLL references and method signatures for consistency and maintainability.
2025-10-22 18:46:39 +09:00

153 lines
5.1 KiB
C#

using TerraFX.Interop.DirectX;
namespace Ghost.Graphics.RHI;
internal static class TextureFormatExtensions
{
public static DXGI_FORMAT ToD3D12Format(this TextureFormat format)
{
return format switch
{
TextureFormat.R8G8B8A8_UNorm => DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM,
TextureFormat.B8G8R8A8_UNorm => DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM,
TextureFormat.R16G16B16A16_Float => DXGI_FORMAT.DXGI_FORMAT_R16G16B16A16_FLOAT,
TextureFormat.R32G32B32A32_Float => DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT,
TextureFormat.D24_UNorm_S8_UInt => DXGI_FORMAT.DXGI_FORMAT_D24_UNORM_S8_UINT,
TextureFormat.D32_Float => DXGI_FORMAT.DXGI_FORMAT_D32_FLOAT,
_ => throw new NotSupportedException($"Texture format {format} is not supported."),
};
}
public static TextureFormat ToTextureFormat(this DXGI_FORMAT format)
{
return format switch
{
DXGI_FORMAT.DXGI_FORMAT_R8G8B8A8_UNORM => TextureFormat.R8G8B8A8_UNorm,
DXGI_FORMAT.DXGI_FORMAT_B8G8R8A8_UNORM => TextureFormat.B8G8R8A8_UNorm,
DXGI_FORMAT.DXGI_FORMAT_R16G16B16A16_FLOAT => TextureFormat.R16G16B16A16_Float,
DXGI_FORMAT.DXGI_FORMAT_R32G32B32A32_FLOAT => TextureFormat.R32G32B32A32_Float,
DXGI_FORMAT.DXGI_FORMAT_D24_UNORM_S8_UINT => TextureFormat.D24_UNorm_S8_UInt,
DXGI_FORMAT.DXGI_FORMAT_D32_FLOAT => TextureFormat.D32_Float,
_ => TextureFormat.Unknown,
};
}
public static int GetBytesPerPixel(this TextureFormat format)
{
return format switch
{
TextureFormat.R8G8B8A8_UNorm => 4,
TextureFormat.B8G8R8A8_UNorm => 4,
TextureFormat.R16G16B16A16_Float => 8,
TextureFormat.R32G32B32A32_Float => 16,
TextureFormat.D24_UNorm_S8_UInt => 4,
TextureFormat.D32_Float => 4,
_ => throw new NotSupportedException($"Texture format {format} is not supported."),
};
}
public static void GetSurfaceInfo(this TextureFormat format, int width, int height, out int rowPitch, out int slicePitch, out int rowCount)
{
var bc = false;
var packed = false;
var planar = false;
var bpe = 0;
//switch (format)
//{
// case Format.BC1Typeless:
// case Format.BC1Unorm:
// case Format.BC1UnormSrgb:
// case Format.BC4Typeless:
// case Format.BC4Unorm:
// case Format.BC4Snorm:
// bc = true;
// bpe = 8;
// break;
// case Format.BC2Typeless:
// case Format.BC2Unorm:
// case Format.BC2UnormSrgb:
// case Format.BC3Typeless:
// case Format.BC3Unorm:
// case Format.BC3UnormSrgb:
// case Format.BC5Typeless:
// case Format.BC5Unorm:
// case Format.BC5Snorm:
// case Format.BC6HTypeless:
// case Format.BC6HUF16:
// case Format.BC6HSF16:
// case Format.BC7Typeless:
// case Format.BC7Unorm:
// case Format.BC7UnormSrgb:
// bc = true;
// bpe = 16;
// break;
// case Format.R8G8_B8G8Unorm:
// case Format.G8R8_G8B8Unorm:
// case Format.YUY2:
// packed = true;
// bpe = 4;
// break;
// case Format.Y210:
// case Format.Y216:
// packed = true;
// bpe = 8;
// break;
// case Format.NV12:
// case Format.Opaque420:
// case Format.P208:
// planar = true;
// bpe = 2;
// break;
// case Format.P010:
// case Format.P016:
// planar = true;
// bpe = 4;
// break;
// default:
// break;
//}
if (bc)
{
var numBlocksWide = 0;
if (width > 0)
{
numBlocksWide = Math.Max(1, (width + 3) / 4);
}
var numBlocksHigh = 0;
if (height > 0)
{
numBlocksHigh = Math.Max(1, (height + 3) / 4);
}
rowPitch = numBlocksWide * bpe;
rowCount = numBlocksHigh;
slicePitch = rowPitch * numBlocksHigh;
}
else if (packed)
{
rowPitch = ((width + 1) >> 1) * bpe;
rowCount = height;
slicePitch = rowPitch * height;
}
else if (planar)
{
rowPitch = ((width + 1) >> 1) * bpe;
slicePitch = (rowPitch * height) + ((rowPitch * height + 1) >> 1);
rowCount = (int)(height + ((height + 1u) >> 1));
}
else
{
var bpp = GetBytesPerPixel(format) * 8;
rowPitch = (width * bpp + 7) / 8; // round up to nearest byte
rowCount = height;
slicePitch = rowPitch * height;
}
}
}