2019-10-13 08:02:07 +02:00
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using OpenTK.Graphics.OpenGL;
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2019-12-29 18:41:50 +01:00
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using Ryujinx.Graphics.GAL;
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2019-10-13 08:02:07 +02:00
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using System;
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2021-01-26 22:44:07 +01:00
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using System.Runtime.CompilerServices;
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2019-10-13 08:02:07 +02:00
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namespace Ryujinx.Graphics.OpenGL
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{
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class VertexArray : IDisposable
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{
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2019-12-31 23:09:49 +01:00
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public int Handle { get; private set; }
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2019-10-13 08:02:07 +02:00
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private bool _needsAttribsUpdate;
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2020-05-23 11:46:09 +02:00
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private readonly VertexAttribDescriptor[] _vertexAttribs;
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private readonly VertexBufferDescriptor[] _vertexBuffers;
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private int _vertexAttribsCount;
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private int _vertexBuffersCount;
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2019-10-13 08:02:07 +02:00
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private uint _vertexAttribsInUse;
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private uint _vertexBuffersInUse;
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2021-08-26 23:50:28 +02:00
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private BufferRange _indexBuffer;
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private BufferHandle _tempIndexBuffer;
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2019-10-13 08:02:07 +02:00
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public VertexArray()
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{
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Handle = GL.GenVertexArray();
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2020-05-23 11:46:09 +02:00
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_vertexAttribs = new VertexAttribDescriptor[Constants.MaxVertexAttribs];
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_vertexBuffers = new VertexBufferDescriptor[Constants.MaxVertexBuffers];
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2021-08-26 23:50:28 +02:00
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_tempIndexBuffer = Buffer.Create();
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2019-10-13 08:02:07 +02:00
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}
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public void Bind()
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{
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GL.BindVertexArray(Handle);
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}
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2020-05-23 11:46:09 +02:00
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public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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2019-10-13 08:02:07 +02:00
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{
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int bindingIndex;
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for (bindingIndex = 0; bindingIndex < vertexBuffers.Length; bindingIndex++)
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2019-10-13 08:02:07 +02:00
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{
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2021-01-26 22:44:07 +01:00
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VertexBufferDescriptor vb = vertexBuffers[bindingIndex];
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2019-10-13 08:02:07 +02:00
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2020-10-26 01:40:50 +01:00
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if (vb.Buffer.Handle != BufferHandle.Null)
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2020-05-23 11:46:09 +02:00
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{
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GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
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2019-10-13 08:02:07 +02:00
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GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
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_vertexBuffersInUse |= 1u << bindingIndex;
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2019-10-13 08:02:07 +02:00
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}
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else
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{
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if ((_vertexBuffersInUse & (1u << bindingIndex)) != 0)
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{
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GL.BindVertexBuffer(bindingIndex, 0, IntPtr.Zero, 0);
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_vertexBuffersInUse &= ~(1u << bindingIndex);
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}
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2019-10-13 08:02:07 +02:00
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}
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_vertexBuffers[bindingIndex] = vb;
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2019-10-13 08:02:07 +02:00
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}
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2020-05-23 11:46:09 +02:00
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_vertexBuffersCount = bindingIndex;
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2019-10-13 08:02:07 +02:00
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_needsAttribsUpdate = true;
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}
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public void SetVertexAttributes(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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int index = 0;
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2020-05-23 11:46:09 +02:00
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for (; index < vertexAttribs.Length; index++)
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2019-10-13 08:02:07 +02:00
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{
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VertexAttribDescriptor attrib = vertexAttribs[index];
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if (attrib.Equals(_vertexAttribs[index]))
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{
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continue;
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}
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FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format);
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2020-03-30 04:11:24 +02:00
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if (attrib.IsZero)
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{
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// Disabling the attribute causes the shader to read a constant value.
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2021-05-24 09:38:38 +02:00
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// We currently set the constant to (0, 0, 0, 0).
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2021-01-26 22:44:07 +01:00
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DisableVertexAttrib(index);
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2020-03-30 04:11:24 +02:00
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}
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else
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{
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EnableVertexAttrib(index);
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2020-03-30 04:11:24 +02:00
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}
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2020-10-26 01:40:50 +01:00
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2019-10-13 08:02:07 +02:00
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int offset = attrib.Offset;
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int size = fmtInfo.Components;
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bool isFloat = fmtInfo.PixelType == PixelType.Float ||
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fmtInfo.PixelType == PixelType.HalfFloat;
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if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled)
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{
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VertexAttribType type = (VertexAttribType)fmtInfo.PixelType;
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GL.VertexAttribFormat(index, size, type, fmtInfo.Normalized, offset);
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2019-10-13 08:02:07 +02:00
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}
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else
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{
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VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType;
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2020-05-23 11:46:09 +02:00
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GL.VertexAttribIFormat(index, size, type, offset);
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2019-10-13 08:02:07 +02:00
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}
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2020-05-23 11:46:09 +02:00
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GL.VertexAttribBinding(index, attrib.BufferIndex);
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2019-10-13 08:02:07 +02:00
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2020-05-23 11:46:09 +02:00
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_vertexAttribs[index] = attrib;
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2019-10-13 08:02:07 +02:00
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}
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2020-05-23 11:46:09 +02:00
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_vertexAttribsCount = index;
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for (; index < Constants.MaxVertexAttribs; index++)
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2019-10-13 08:02:07 +02:00
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{
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DisableVertexAttrib(index);
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2019-10-13 08:02:07 +02:00
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}
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}
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2021-08-26 23:50:28 +02:00
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public void SetIndexBuffer(BufferRange range)
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{
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_indexBuffer = range;
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, range.Handle.ToInt32());
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}
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public void SetRangeOfIndexBuffer()
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{
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Buffer.Resize(_tempIndexBuffer, _indexBuffer.Size);
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Buffer.Copy(_indexBuffer.Handle, _tempIndexBuffer, _indexBuffer.Offset, 0, _indexBuffer.Size);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tempIndexBuffer.ToInt32());
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}
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public void RestoreIndexBuffer()
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{
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _indexBuffer.Handle.ToInt32());
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}
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public void Validate()
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{
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for (int attribIndex = 0; attribIndex < _vertexAttribsCount; attribIndex++)
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{
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VertexAttribDescriptor attrib = _vertexAttribs[attribIndex];
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if (!attrib.IsZero)
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{
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if ((uint)attrib.BufferIndex >= _vertexBuffersCount)
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{
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DisableVertexAttrib(attribIndex);
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continue;
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}
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if (_vertexBuffers[attrib.BufferIndex].Buffer.Handle == BufferHandle.Null)
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{
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DisableVertexAttrib(attribIndex);
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continue;
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}
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if (_needsAttribsUpdate)
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{
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EnableVertexAttrib(attribIndex);
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}
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2019-10-13 08:02:07 +02:00
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}
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}
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2019-10-13 08:02:07 +02:00
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_needsAttribsUpdate = false;
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}
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2019-10-13 08:02:07 +02:00
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2021-01-26 22:44:07 +01:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void EnableVertexAttrib(int index)
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{
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uint mask = 1u << index;
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2021-01-26 22:44:07 +01:00
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if ((_vertexAttribsInUse & mask) == 0)
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{
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_vertexAttribsInUse |= mask;
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GL.EnableVertexAttribArray(index);
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2019-10-13 08:02:07 +02:00
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}
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}
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2019-10-13 08:02:07 +02:00
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2021-01-26 22:44:07 +01:00
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void DisableVertexAttrib(int index)
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{
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uint mask = 1u << index;
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if ((_vertexAttribsInUse & mask) != 0)
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{
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_vertexAttribsInUse &= ~mask;
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GL.DisableVertexAttribArray(index);
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Change disabled vertex attribute value to (0, 0, 0, 1) (#2573)
This seems to be the default value when the vertex attribute is disabled, or components aren't defined.
This fixes a regression from #2307 in SMO where a plant in the Wooded Kingdom would draw slightly differently in the depth prepass, leading to depth test failing later on.
GDK has stated that the specific case in Gundam only expects x and y to be 0, and Vulkan's undefined value for z does appear to be 0 when a vertex attribute type does not have that component, hence the value (0, 0, 0, 1).
This worked in Vulkan despite also providing an all 0s attribute due to the vertex attribute binding being R32Float, so the other values were undefined. It should be changed there separately.
2021-08-20 23:09:30 +02:00
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GL.VertexAttrib4(index, 0f, 0f, 0f, 1f);
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}
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}
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public void Dispose()
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{
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2019-12-31 23:09:49 +01:00
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if (Handle != 0)
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{
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GL.DeleteVertexArray(Handle);
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Handle = 0;
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}
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2019-10-13 08:02:07 +02:00
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}
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}
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}
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