Penumbra/Penumbra/Interop/Services/TextureArraySlicer.cs
Ottermandias f035073966 Merge branch 'master' into luna
# Conflicts:
#	Penumbra/Api/Api/RedrawApi.cs
#	Penumbra/Api/Api/ResolveApi.cs
#	Penumbra/Api/Api/UiApi.cs
#	Penumbra/Interop/Services/TextureArraySlicer.cs
#	Penumbra/UI/CollectionTab/CollectionPanel.cs
#	Penumbra/UI/Tabs/CollectionsTab.cs
#	Penumbra/UI/Tabs/Debug/DebugTab.cs
#	Penumbra/UI/Tabs/Debug/GlobalVariablesDrawer.cs
#	Penumbra/UI/Tabs/ModsTab.cs
#	Penumbra/UI/Tabs/ResourceTab.cs
#	Penumbra/packages.lock.json
2025-12-19 14:52:22 +01:00

149 lines
5.4 KiB
C#

using FFXIVClientStructs.FFXIV.Client.Graphics.Kernel;
using ImSharp;
using TerraFX.Interop.DirectX;
namespace Penumbra.Interop.Services;
/// <summary>
/// Creates ImGui handles over slices of array textures, and manages their lifetime.
/// </summary>
public sealed unsafe class TextureArraySlicer : Luna.IUiService, IDisposable
{
private const uint InitialTimeToLive = 2;
private readonly Dictionary<(nint XivTexture, byte SliceIndex), SliceState> _activeSlices = [];
private readonly HashSet<(nint XivTexture, byte SliceIndex)> _expiredKeys = [];
/// <remarks> Caching this across frames will cause a crash to desktop. </remarks>
public ImTextureId GetImGuiHandle(Texture* texture, byte sliceIndex)
{
if (texture == null)
throw new ArgumentNullException(nameof(texture));
if (sliceIndex >= texture->ArraySize)
throw new ArgumentOutOfRangeException(nameof(sliceIndex),
$"Slice index ({sliceIndex}) is greater than or equal to the texture array size ({texture->ArraySize})");
if (_activeSlices.TryGetValue(((nint)texture, sliceIndex), out var state))
{
state.Refresh();
return new ImTextureId((nint)state.ShaderResourceView);
}
ref var srv = ref *(ID3D11ShaderResourceView*)(nint)texture->D3D11ShaderResourceView;
srv.AddRef();
try
{
D3D11_SHADER_RESOURCE_VIEW_DESC description;
srv.GetDesc(&description);
switch (description.ViewDimension)
{
case D3D_SRV_DIMENSION.D3D11_SRV_DIMENSION_TEXTURE1D:
case D3D_SRV_DIMENSION.D3D11_SRV_DIMENSION_TEXTURE2D:
case D3D_SRV_DIMENSION.D3D11_SRV_DIMENSION_TEXTURE2DMS:
case D3D_SRV_DIMENSION.D3D11_SRV_DIMENSION_TEXTURE3D:
case D3D_SRV_DIMENSION.D3D11_SRV_DIMENSION_TEXTURECUBE:
// This function treats these as single-slice arrays.
// As per the range check above, the only valid slice (i. e. 0) has been requested, therefore there is nothing to do.
break;
case D3D_SRV_DIMENSION.D3D11_SRV_DIMENSION_TEXTURE1DARRAY:
description.Texture1DArray.FirstArraySlice = sliceIndex;
description.Texture1DArray.ArraySize = 1;
break;
case D3D_SRV_DIMENSION.D3D11_SRV_DIMENSION_TEXTURE2DARRAY:
description.Texture2DArray.FirstArraySlice = sliceIndex;
description.Texture2DArray.ArraySize = 1;
break;
case D3D_SRV_DIMENSION.D3D11_SRV_DIMENSION_TEXTURE2DMSARRAY:
description.Texture2DMSArray.FirstArraySlice = sliceIndex;
description.Texture2DMSArray.ArraySize = 1;
break;
case D3D_SRV_DIMENSION.D3D11_SRV_DIMENSION_TEXTURECUBEARRAY:
description.TextureCubeArray.First2DArrayFace = sliceIndex * 6u;
description.TextureCubeArray.NumCubes = 1;
break;
default:
throw new NotSupportedException($"{nameof(TextureArraySlicer)} does not support dimension {description.ViewDimension}");
}
ID3D11Device* device = null;
srv.GetDevice(&device);
ID3D11Resource* resource = null;
srv.GetResource(&resource);
try
{
ID3D11ShaderResourceView* slicedSrv = null;
Marshal.ThrowExceptionForHR(device->CreateShaderResourceView(resource, &description, &slicedSrv));
resource->Release();
device->Release();
state = new SliceState(slicedSrv);
_activeSlices.Add(((nint)texture, sliceIndex), state);
return new ImTextureId((nint)state.ShaderResourceView);
}
finally
{
if (resource is not null)
resource->Release();
if (device is not null)
device->Release();
}
}
finally
{
srv.Release();
}
}
public void Tick()
{
try
{
foreach (var (key, slice) in _activeSlices)
{
if (!slice.Tick())
_expiredKeys.Add(key);
}
foreach (var key in _expiredKeys)
_activeSlices.Remove(key);
}
finally
{
_expiredKeys.Clear();
}
}
public void Dispose()
{
foreach (var slice in _activeSlices.Values)
slice.Dispose();
}
private sealed class SliceState(ID3D11ShaderResourceView* shaderResourceView) : IDisposable
{
public readonly ID3D11ShaderResourceView* ShaderResourceView = shaderResourceView;
private uint _timeToLive = InitialTimeToLive;
public void Refresh()
{
_timeToLive = InitialTimeToLive;
}
public bool Tick()
{
if (unchecked(_timeToLive--) > 0)
return true;
if (ShaderResourceView is not null)
ShaderResourceView->Release();
return false;
}
public void Dispose()
{
if (ShaderResourceView is not null)
ShaderResourceView->Release();
}
}
}