using OpenTK.Graphics.OpenGL; using Ryujinx.Common.Logging; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.OpenGL.Image; using Ryujinx.Graphics.OpenGL.Queries; using Ryujinx.Graphics.Shader; using System; using System.Runtime.CompilerServices; namespace Ryujinx.Graphics.OpenGL { class Pipeline : IPipeline, IDisposable { private const int SavedImages = 2; private readonly DrawTextureEmulation _drawTexture; internal ulong DrawCount { get; private set; } private Program _program; private bool _rasterizerDiscard; private VertexArray _vertexArray; private Framebuffer _framebuffer; private IntPtr _indexBaseOffset; private DrawElementsType _elementsType; private PrimitiveType _primitiveType; private int _stencilFrontMask; private bool _depthMask; private bool _depthTestEnable; private bool _stencilTestEnable; private bool _cullEnable; private float[] _viewportArray = Array.Empty(); private double[] _depthRangeArray = Array.Empty(); private int _boundDrawFramebuffer; private int _boundReadFramebuffer; private CounterQueueEvent _activeConditionalRender; private Vector4[] _fpIsBgra = new Vector4[SupportBuffer.FragmentIsBgraCount]; private Vector4[] _renderScale = new Vector4[73]; private int _fragmentScaleCount; private (TextureBase, Format)[] _images; private TextureBase _unit0Texture; private Sampler _unit0Sampler; private FrontFaceDirection _frontFace; private ClipOrigin _clipOrigin; private ClipDepthMode _clipDepthMode; private uint _fragmentOutputMap; private uint _componentMasks; private uint _currentComponentMasks; private bool _advancedBlendEnable; private uint _scissorEnables; private bool _tfEnabled; private TransformFeedbackPrimitiveType _tfTopology; private SupportBufferUpdater _supportBuffer; private readonly BufferHandle[] _tfbs; private readonly BufferRange[] _tfbTargets; private ColorF _blendConstant; internal Pipeline() { _drawTexture = new DrawTextureEmulation(); _rasterizerDiscard = false; _clipOrigin = ClipOrigin.LowerLeft; _clipDepthMode = ClipDepthMode.NegativeOneToOne; _fragmentOutputMap = uint.MaxValue; _componentMasks = uint.MaxValue; _images = new (TextureBase, Format)[SavedImages]; var defaultScale = new Vector4 { X = 1f, Y = 0f, Z = 0f, W = 0f }; new Span>(_renderScale).Fill(defaultScale); _tfbs = new BufferHandle[Constants.MaxTransformFeedbackBuffers]; _tfbTargets = new BufferRange[Constants.MaxTransformFeedbackBuffers]; } public void Initialize(OpenGLRenderer renderer) { _supportBuffer = new SupportBufferUpdater(renderer); GL.BindBufferBase(BufferRangeTarget.UniformBuffer, 0, Unsafe.As(ref _supportBuffer.Handle)); _supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount); _supportBuffer.UpdateRenderScale(_renderScale, 0, SupportBuffer.RenderScaleMaxCount); } public void Barrier() { GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits); } public void BeginTransformFeedback(PrimitiveTopology topology) { GL.BeginTransformFeedback(_tfTopology = topology.ConvertToTfType()); _tfEnabled = true; } public void ClearBuffer(BufferHandle destination, int offset, int size, uint value) { Buffer.Clear(destination, offset, size, value); } public void ClearRenderTargetColor(int index, int layer, int layerCount, uint componentMask, ColorF color) { EnsureFramebuffer(); GL.ColorMask( index, (componentMask & 1) != 0, (componentMask & 2) != 0, (componentMask & 4) != 0, (componentMask & 8) != 0); float[] colors = new float[] { color.Red, color.Green, color.Blue, color.Alpha }; if (layer != 0 || layerCount != _framebuffer.GetColorLayerCount(index)) { for (int l = layer; l < layer + layerCount; l++) { _framebuffer.AttachColorLayerForClear(index, l); GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors); } _framebuffer.DetachColorLayerForClear(index); } else { GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Color, index, colors); } RestoreComponentMask(index); } public void ClearRenderTargetDepthStencil(int layer, int layerCount, float depthValue, bool depthMask, int stencilValue, int stencilMask) { EnsureFramebuffer(); bool stencilMaskChanged = stencilMask != 0 && stencilMask != _stencilFrontMask; bool depthMaskChanged = depthMask && depthMask != _depthMask; if (stencilMaskChanged) { GL.StencilMaskSeparate(StencilFace.Front, stencilMask); } if (depthMaskChanged) { GL.DepthMask(depthMask); } if (layer != 0 || layerCount != _framebuffer.GetDepthStencilLayerCount()) { for (int l = layer; l < layer + layerCount; l++) { _framebuffer.AttachDepthStencilLayerForClear(l); ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask); } _framebuffer.DetachDepthStencilLayerForClear(); } else { ClearDepthStencil(depthValue, depthMask, stencilValue, stencilMask); } if (stencilMaskChanged) { GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask); } if (depthMaskChanged) { GL.DepthMask(_depthMask); } } private static void ClearDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask) { if (depthMask && stencilMask != 0) { GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue); } else if (depthMask) { GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Depth, 0, ref depthValue); } else if (stencilMask != 0) { GL.ClearBuffer(OpenTK.Graphics.OpenGL.ClearBuffer.Stencil, 0, ref stencilValue); } } public void CommandBufferBarrier() { GL.MemoryBarrier(MemoryBarrierFlags.CommandBarrierBit); } public void CopyBuffer(BufferHandle source, BufferHandle destination, int srcOffset, int dstOffset, int size) { Buffer.Copy(source, destination, srcOffset, dstOffset, size); } public void DispatchCompute(int groupsX, int groupsY, int groupsZ) { if (!_program.IsLinked) { Logger.Debug?.Print(LogClass.Gpu, "Dispatch error, shader not linked."); return; } PrepareForDispatch(); GL.DispatchCompute(groupsX, groupsY, groupsZ); } public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance) { if (!_program.IsLinked) { Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked."); return; } PreDraw(vertexCount); if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads) { DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance); } else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads) { DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance); } else { DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance); } PostDraw(); } private void DrawQuadsImpl( int vertexCount, int instanceCount, int firstVertex, int firstInstance) { // TODO: Instanced rendering. int quadsCount = vertexCount / 4; int[] firsts = new int[quadsCount]; int[] counts = new int[quadsCount]; for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++) { firsts[quadIndex] = firstVertex + quadIndex * 4; counts[quadIndex] = 4; } GL.MultiDrawArrays( PrimitiveType.TriangleFan, firsts, counts, quadsCount); } private void DrawQuadStripImpl( int vertexCount, int instanceCount, int firstVertex, int firstInstance) { int quadsCount = (vertexCount - 2) / 2; if (firstInstance != 0 || instanceCount != 1) { for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++) { GL.DrawArraysInstancedBaseInstance(PrimitiveType.TriangleFan, firstVertex + quadIndex * 2, 4, instanceCount, firstInstance); } } else { int[] firsts = new int[quadsCount]; int[] counts = new int[quadsCount]; firsts[0] = firstVertex; counts[0] = 4; for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++) { firsts[quadIndex] = firstVertex + quadIndex * 2; counts[quadIndex] = 4; } GL.MultiDrawArrays( PrimitiveType.TriangleFan, firsts, counts, quadsCount); } } private void DrawImpl( int vertexCount, int instanceCount, int firstVertex, int firstInstance) { if (firstInstance == 0 && instanceCount == 1) { GL.DrawArrays(_primitiveType, firstVertex, vertexCount); } else if (firstInstance == 0) { GL.DrawArraysInstanced(_primitiveType, firstVertex, vertexCount, instanceCount); } else { GL.DrawArraysInstancedBaseInstance( _primitiveType, firstVertex, vertexCount, instanceCount, firstInstance); } } public void DrawIndexed( int indexCount, int instanceCount, int firstIndex, int firstVertex, int firstInstance) { if (!_program.IsLinked) { Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked."); return; } PreDrawVbUnbounded(); int indexElemSize = 1; switch (_elementsType) { case DrawElementsType.UnsignedShort: indexElemSize = 2; break; case DrawElementsType.UnsignedInt: indexElemSize = 4; break; } IntPtr indexBaseOffset = _indexBaseOffset + firstIndex * indexElemSize; if (_primitiveType == PrimitiveType.Quads && !HwCapabilities.SupportsQuads) { DrawQuadsIndexedImpl( indexCount, instanceCount, indexBaseOffset, indexElemSize, firstVertex, firstInstance); } else if (_primitiveType == PrimitiveType.QuadStrip && !HwCapabilities.SupportsQuads) { DrawQuadStripIndexedImpl( indexCount, instanceCount, indexBaseOffset, indexElemSize, firstVertex, firstInstance); } else { DrawIndexedImpl( indexCount, instanceCount, indexBaseOffset, firstVertex, firstInstance); } PostDraw(); } private void DrawQuadsIndexedImpl( int indexCount, int instanceCount, IntPtr indexBaseOffset, int indexElemSize, int firstVertex, int firstInstance) { int quadsCount = indexCount / 4; if (firstInstance != 0 || instanceCount != 1) { if (firstVertex != 0 && firstInstance != 0) { for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++) { GL.DrawElementsInstancedBaseVertexBaseInstance( PrimitiveType.TriangleFan, 4, _elementsType, indexBaseOffset + quadIndex * 4 * indexElemSize, instanceCount, firstVertex, firstInstance); } } else if (firstInstance != 0) { for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++) { GL.DrawElementsInstancedBaseInstance( PrimitiveType.TriangleFan, 4, _elementsType, indexBaseOffset + quadIndex * 4 * indexElemSize, instanceCount, firstInstance); } } else { for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++) { GL.DrawElementsInstanced( PrimitiveType.TriangleFan, 4, _elementsType, indexBaseOffset + quadIndex * 4 * indexElemSize, instanceCount); } } } else { IntPtr[] indices = new IntPtr[quadsCount]; int[] counts = new int[quadsCount]; int[] baseVertices = new int[quadsCount]; for (int quadIndex = 0; quadIndex < quadsCount; quadIndex++) { indices[quadIndex] = indexBaseOffset + quadIndex * 4 * indexElemSize; counts[quadIndex] = 4; baseVertices[quadIndex] = firstVertex; } GL.MultiDrawElementsBaseVertex( PrimitiveType.TriangleFan, counts, _elementsType, indices, quadsCount, baseVertices); } } private void DrawQuadStripIndexedImpl( int indexCount, int instanceCount, IntPtr indexBaseOffset, int indexElemSize, int firstVertex, int firstInstance) { // TODO: Instanced rendering. int quadsCount = (indexCount - 2) / 2; IntPtr[] indices = new IntPtr[quadsCount]; int[] counts = new int[quadsCount]; int[] baseVertices = new int[quadsCount]; indices[0] = indexBaseOffset; counts[0] = 4; baseVertices[0] = firstVertex; for (int quadIndex = 1; quadIndex < quadsCount; quadIndex++) { indices[quadIndex] = indexBaseOffset + quadIndex * 2 * indexElemSize; counts[quadIndex] = 4; baseVertices[quadIndex] = firstVertex; } GL.MultiDrawElementsBaseVertex( PrimitiveType.TriangleFan, counts, _elementsType, indices, quadsCount, baseVertices); } private void DrawIndexedImpl( int indexCount, int instanceCount, IntPtr indexBaseOffset, int firstVertex, int firstInstance) { if (firstInstance == 0 && firstVertex == 0 && instanceCount == 1) { GL.DrawElements(_primitiveType, indexCount, _elementsType, indexBaseOffset); } else if (firstInstance == 0 && instanceCount == 1) { GL.DrawElementsBaseVertex( _primitiveType, indexCount, _elementsType, indexBaseOffset, firstVertex); } else if (firstInstance == 0 && firstVertex == 0) { GL.DrawElementsInstanced( _primitiveType, indexCount, _elementsType, indexBaseOffset, instanceCount); } else if (firstInstance == 0) { GL.DrawElementsInstancedBaseVertex( _primitiveType, indexCount, _elementsType, indexBaseOffset, instanceCount, firstVertex); } else if (firstVertex == 0) { GL.DrawElementsInstancedBaseInstance( _primitiveType, indexCount, _elementsType, indexBaseOffset, instanceCount, firstInstance); } else { GL.DrawElementsInstancedBaseVertexBaseInstance( _primitiveType, indexCount, _elementsType, indexBaseOffset, instanceCount, firstVertex, firstInstance); } } public void DrawIndexedIndirect(BufferRange indirectBuffer) { if (!_program.IsLinked) { Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked."); return; } PreDrawVbUnbounded(); _vertexArray.SetRangeOfIndexBuffer(); GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32()); GL.DrawElementsIndirect(_primitiveType, _elementsType, (IntPtr)indirectBuffer.Offset); _vertexArray.RestoreIndexBuffer(); PostDraw(); } public void DrawIndexedIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride) { if (!_program.IsLinked) { Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked."); return; } PreDrawVbUnbounded(); _vertexArray.SetRangeOfIndexBuffer(); GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32()); GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32()); GL.MultiDrawElementsIndirectCount( _primitiveType, (All)_elementsType, (IntPtr)indirectBuffer.Offset, (IntPtr)parameterBuffer.Offset, maxDrawCount, stride); _vertexArray.RestoreIndexBuffer(); PostDraw(); } public void DrawIndirect(BufferRange indirectBuffer) { if (!_program.IsLinked) { Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked."); return; } PreDrawVbUnbounded(); GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32()); GL.DrawArraysIndirect(_primitiveType, (IntPtr)indirectBuffer.Offset); PostDraw(); } public void DrawIndirectCount(BufferRange indirectBuffer, BufferRange parameterBuffer, int maxDrawCount, int stride) { if (!_program.IsLinked) { Logger.Debug?.Print(LogClass.Gpu, "Draw error, shader not linked."); return; } PreDrawVbUnbounded(); GL.BindBuffer((BufferTarget)All.DrawIndirectBuffer, indirectBuffer.Handle.ToInt32()); GL.BindBuffer((BufferTarget)All.ParameterBuffer, parameterBuffer.Handle.ToInt32()); GL.MultiDrawArraysIndirectCount( _primitiveType, (IntPtr)indirectBuffer.Offset, (IntPtr)parameterBuffer.Offset, maxDrawCount, stride); PostDraw(); } public void DrawTexture(ITexture texture, ISampler sampler, Extents2DF srcRegion, Extents2DF dstRegion) { if (texture is TextureView view && sampler is Sampler samp) { _supportBuffer.Commit(); if (HwCapabilities.SupportsDrawTexture) { GL.NV.DrawTexture( view.Handle, samp.Handle, dstRegion.X1, dstRegion.Y1, dstRegion.X2, dstRegion.Y2, 0, srcRegion.X1 / view.Width, srcRegion.Y1 / view.Height, srcRegion.X2 / view.Width, srcRegion.Y2 / view.Height); } else { static void Disable(EnableCap cap, bool enabled) { if (enabled) { GL.Disable(cap); } } static void Enable(EnableCap cap, bool enabled) { if (enabled) { GL.Enable(cap); } } Disable(EnableCap.CullFace, _cullEnable); Disable(EnableCap.StencilTest, _stencilTestEnable); Disable(EnableCap.DepthTest, _depthTestEnable); if (_depthMask) { GL.DepthMask(false); } if (_tfEnabled) { GL.EndTransformFeedback(); } GL.ClipControl(ClipOrigin.UpperLeft, ClipDepthMode.NegativeOneToOne); _drawTexture.Draw( view, samp, dstRegion.X1, dstRegion.Y1, dstRegion.X2, dstRegion.Y2, srcRegion.X1 / view.Width, srcRegion.Y1 / view.Height, srcRegion.X2 / view.Width, srcRegion.Y2 / view.Height); _program?.Bind(); _unit0Sampler?.Bind(0); RestoreViewport0(); Enable(EnableCap.CullFace, _cullEnable); Enable(EnableCap.StencilTest, _stencilTestEnable); Enable(EnableCap.DepthTest, _depthTestEnable); if (_depthMask) { GL.DepthMask(true); } if (_tfEnabled) { GL.BeginTransformFeedback(_tfTopology); } RestoreClipControl(); } } } public void EndTransformFeedback() { GL.EndTransformFeedback(); _tfEnabled = false; } public double GetCounterDivisor(CounterType type) { if (type == CounterType.SamplesPassed) { return _renderScale[0].X * _renderScale[0].X; } return 1; } public void SetAlphaTest(bool enable, float reference, CompareOp op) { if (!enable) { GL.Disable(EnableCap.AlphaTest); return; } GL.AlphaFunc((AlphaFunction)op.Convert(), reference); GL.Enable(EnableCap.AlphaTest); } public void SetBlendState(AdvancedBlendDescriptor blend) { if (HwCapabilities.SupportsBlendEquationAdvanced) { GL.BlendEquation((BlendEquationMode)blend.Op.Convert()); GL.NV.BlendParameter(NvBlendEquationAdvanced.BlendOverlapNv, (int)blend.Overlap.Convert()); GL.NV.BlendParameter(NvBlendEquationAdvanced.BlendPremultipliedSrcNv, blend.SrcPreMultiplied ? 1 : 0); GL.Enable(EnableCap.Blend); _advancedBlendEnable = true; } } public void SetBlendState(int index, BlendDescriptor blend) { if (_advancedBlendEnable) { GL.Disable(EnableCap.Blend); _advancedBlendEnable = false; } if (!blend.Enable) { GL.Disable(IndexedEnableCap.Blend, index); return; } GL.BlendEquationSeparate( index, blend.ColorOp.Convert(), blend.AlphaOp.Convert()); GL.BlendFuncSeparate( index, (BlendingFactorSrc)blend.ColorSrcFactor.Convert(), (BlendingFactorDest)blend.ColorDstFactor.Convert(), (BlendingFactorSrc)blend.AlphaSrcFactor.Convert(), (BlendingFactorDest)blend.AlphaDstFactor.Convert()); EnsureFramebuffer(); _framebuffer.SetDualSourceBlend( blend.ColorSrcFactor.IsDualSource() || blend.ColorDstFactor.IsDualSource() || blend.AlphaSrcFactor.IsDualSource() || blend.AlphaDstFactor.IsDualSource()); if (_blendConstant != blend.BlendConstant) { _blendConstant = blend.BlendConstant; GL.BlendColor( blend.BlendConstant.Red, blend.BlendConstant.Green, blend.BlendConstant.Blue, blend.BlendConstant.Alpha); } GL.Enable(IndexedEnableCap.Blend, index); } public void SetDepthBias(PolygonModeMask enables, float factor, float units, float clamp) { if ((enables & PolygonModeMask.Point) != 0) { GL.Enable(EnableCap.PolygonOffsetPoint); } else { GL.Disable(EnableCap.PolygonOffsetPoint); } if ((enables & PolygonModeMask.Line) != 0) { GL.Enable(EnableCap.PolygonOffsetLine); } else { GL.Disable(EnableCap.PolygonOffsetLine); } if ((enables & PolygonModeMask.Fill) != 0) { GL.Enable(EnableCap.PolygonOffsetFill); } else { GL.Disable(EnableCap.PolygonOffsetFill); } if (enables == 0) { return; } if (HwCapabilities.SupportsPolygonOffsetClamp) { GL.PolygonOffsetClamp(factor, units, clamp); } else { GL.PolygonOffset(factor, units); } } public void SetDepthClamp(bool clamp) { if (!clamp) { GL.Disable(EnableCap.DepthClamp); return; } GL.Enable(EnableCap.DepthClamp); } public void SetDepthMode(DepthMode mode) { ClipDepthMode depthMode = mode.Convert(); if (_clipDepthMode != depthMode) { _clipDepthMode = depthMode; GL.ClipControl(_clipOrigin, depthMode); } } public void SetDepthTest(DepthTestDescriptor depthTest) { if (depthTest.TestEnable) { GL.Enable(EnableCap.DepthTest); GL.DepthFunc((DepthFunction)depthTest.Func.Convert()); } else { GL.Disable(EnableCap.DepthTest); } GL.DepthMask(depthTest.WriteEnable); _depthMask = depthTest.WriteEnable; _depthTestEnable = depthTest.TestEnable; } public void SetFaceCulling(bool enable, Face face) { _cullEnable = enable; if (!enable) { GL.Disable(EnableCap.CullFace); return; } GL.CullFace(face.Convert()); GL.Enable(EnableCap.CullFace); } public void SetFrontFace(FrontFace frontFace) { SetFrontFace(_frontFace = frontFace.Convert()); } public void SetImage(int binding, ITexture texture, Format imageFormat) { if ((uint)binding < SavedImages) { _images[binding] = (texture as TextureBase, imageFormat); } if (texture == null) { GL.BindImageTexture(binding, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8); return; } TextureBase texBase = (TextureBase)texture; SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat); if (format != 0) { GL.BindImageTexture(binding, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format); } } public void SetIndexBuffer(BufferRange buffer, IndexType type) { _elementsType = type.Convert(); _indexBaseOffset = (IntPtr)buffer.Offset; EnsureVertexArray(); _vertexArray.SetIndexBuffer(buffer); } public void SetLogicOpState(bool enable, LogicalOp op) { if (enable) { GL.Enable(EnableCap.ColorLogicOp); GL.LogicOp((LogicOp)op.Convert()); } else { GL.Disable(EnableCap.ColorLogicOp); } } public void SetMultisampleState(MultisampleDescriptor multisample) { if (multisample.AlphaToCoverageEnable) { GL.Enable(EnableCap.SampleAlphaToCoverage); if (multisample.AlphaToOneEnable) { GL.Enable(EnableCap.SampleAlphaToOne); } else { GL.Disable(EnableCap.SampleAlphaToOne); } if (HwCapabilities.SupportsAlphaToCoverageDitherControl) { GL.NV.AlphaToCoverageDitherControl(multisample.AlphaToCoverageDitherEnable ? NvAlphaToCoverageDitherControl.AlphaToCoverageDitherEnableNv : NvAlphaToCoverageDitherControl.AlphaToCoverageDitherDisableNv); } } else { GL.Disable(EnableCap.SampleAlphaToCoverage); } } public void SetLineParameters(float width, bool smooth) { if (smooth) { GL.Enable(EnableCap.LineSmooth); } else { GL.Disable(EnableCap.LineSmooth); } GL.LineWidth(width); } public unsafe void SetPatchParameters(int vertices, ReadOnlySpan defaultOuterLevel, ReadOnlySpan defaultInnerLevel) { GL.PatchParameter(PatchParameterInt.PatchVertices, vertices); fixed (float* pOuterLevel = defaultOuterLevel) { GL.PatchParameter(PatchParameterFloat.PatchDefaultOuterLevel, pOuterLevel); } fixed (float* pInnerLevel = defaultInnerLevel) { GL.PatchParameter(PatchParameterFloat.PatchDefaultInnerLevel, pInnerLevel); } } public void SetPointParameters(float size, bool isProgramPointSize, bool enablePointSprite, Origin origin) { // GL_POINT_SPRITE was deprecated in core profile 3.2+ and causes GL_INVALID_ENUM when set. // As we don't know if the current context is core or compat, it's safer to keep this code. if (enablePointSprite) { GL.Enable(EnableCap.PointSprite); } else { GL.Disable(EnableCap.PointSprite); } if (isProgramPointSize) { GL.Enable(EnableCap.ProgramPointSize); } else { GL.Disable(EnableCap.ProgramPointSize); } GL.PointParameter(origin == Origin.LowerLeft ? PointSpriteCoordOriginParameter.LowerLeft : PointSpriteCoordOriginParameter.UpperLeft); // Games seem to set point size to 0 which generates a GL_INVALID_VALUE // From the spec, GL_INVALID_VALUE is generated if size is less than or equal to 0. GL.PointSize(Math.Max(float.Epsilon, size)); } public void SetPolygonMode(GAL.PolygonMode frontMode, GAL.PolygonMode backMode) { if (frontMode == backMode) { GL.PolygonMode(MaterialFace.FrontAndBack, frontMode.Convert()); } else { GL.PolygonMode(MaterialFace.Front, frontMode.Convert()); GL.PolygonMode(MaterialFace.Back, backMode.Convert()); } } public void SetPrimitiveRestart(bool enable, int index) { if (!enable) { GL.Disable(EnableCap.PrimitiveRestart); return; } GL.PrimitiveRestartIndex(index); GL.Enable(EnableCap.PrimitiveRestart); } public void SetPrimitiveTopology(PrimitiveTopology topology) { _primitiveType = topology.Convert(); } public void SetProgram(IProgram program) { Program prg = (Program)program; if (_tfEnabled) { GL.EndTransformFeedback(); prg.Bind(); GL.BeginTransformFeedback(_tfTopology); } else { prg.Bind(); } if (prg.HasFragmentShader && _fragmentOutputMap != (uint)prg.FragmentOutputMap) { _fragmentOutputMap = (uint)prg.FragmentOutputMap; for (int index = 0; index < Constants.MaxRenderTargets; index++) { RestoreComponentMask(index, force: false); } } _program = prg; } public void SetRasterizerDiscard(bool discard) { if (discard) { GL.Enable(EnableCap.RasterizerDiscard); } else { GL.Disable(EnableCap.RasterizerDiscard); } _rasterizerDiscard = discard; } public void SetRenderTargetScale(float scale) { _renderScale[0].X = scale; _supportBuffer.UpdateRenderScale(_renderScale, 0, 1); // Just the first element. } public void SetRenderTargetColorMasks(ReadOnlySpan componentMasks) { _componentMasks = 0; for (int index = 0; index < componentMasks.Length; index++) { _componentMasks |= componentMasks[index] << (index * 4); RestoreComponentMask(index, force: false); } } public void SetRenderTargets(ITexture[] colors, ITexture depthStencil) { EnsureFramebuffer(); bool isBgraChanged = false; for (int index = 0; index < colors.Length; index++) { TextureView color = (TextureView)colors[index]; _framebuffer.AttachColor(index, color); if (color != null) { int isBgra = color.Format.IsBgr() ? 1 : 0; if (_fpIsBgra[index].X != isBgra) { _fpIsBgra[index].X = isBgra; isBgraChanged = true; RestoreComponentMask(index); } } } if (isBgraChanged) { _supportBuffer.UpdateFragmentIsBgra(_fpIsBgra, 0, SupportBuffer.FragmentIsBgraCount); } TextureView depthStencilView = (TextureView)depthStencil; _framebuffer.AttachDepthStencil(depthStencilView); _framebuffer.SetDrawBuffers(colors.Length); } public void SetScissors(ReadOnlySpan> regions) { int count = Math.Min(regions.Length, Constants.MaxViewports); Span v = stackalloc int[count * 4]; for (int index = 0; index < count; index++) { int vIndex = index * 4; var region = regions[index]; bool enabled = (region.X | region.Y) != 0 || region.Width != 0xffff || region.Height != 0xffff; uint mask = 1u << index; if (enabled) { v[vIndex] = region.X; v[vIndex + 1] = region.Y; v[vIndex + 2] = region.Width; v[vIndex + 3] = region.Height; if ((_scissorEnables & mask) == 0) { _scissorEnables |= mask; GL.Enable(IndexedEnableCap.ScissorTest, index); } } else { if ((_scissorEnables & mask) != 0) { _scissorEnables &= ~mask; GL.Disable(IndexedEnableCap.ScissorTest, index); } } } GL.ScissorArray(0, count, ref v[0]); } public void SetStencilTest(StencilTestDescriptor stencilTest) { _stencilTestEnable = stencilTest.TestEnable; if (!stencilTest.TestEnable) { GL.Disable(EnableCap.StencilTest); return; } GL.StencilOpSeparate( StencilFace.Front, stencilTest.FrontSFail.Convert(), stencilTest.FrontDpFail.Convert(), stencilTest.FrontDpPass.Convert()); GL.StencilFuncSeparate( StencilFace.Front, (StencilFunction)stencilTest.FrontFunc.Convert(), stencilTest.FrontFuncRef, stencilTest.FrontFuncMask); GL.StencilMaskSeparate(StencilFace.Front, stencilTest.FrontMask); GL.StencilOpSeparate( StencilFace.Back, stencilTest.BackSFail.Convert(), stencilTest.BackDpFail.Convert(), stencilTest.BackDpPass.Convert()); GL.StencilFuncSeparate( StencilFace.Back, (StencilFunction)stencilTest.BackFunc.Convert(), stencilTest.BackFuncRef, stencilTest.BackFuncMask); GL.StencilMaskSeparate(StencilFace.Back, stencilTest.BackMask); GL.Enable(EnableCap.StencilTest); _stencilFrontMask = stencilTest.FrontMask; } public void SetStorageBuffers(ReadOnlySpan buffers) { SetBuffers(buffers, isStorage: true); } public void SetTextureAndSampler(ShaderStage stage, int binding, ITexture texture, ISampler sampler) { if (texture != null) { if (binding == 0) { _unit0Texture = (TextureBase)texture; } else { ((TextureBase)texture).Bind(binding); } } else { TextureBase.ClearBinding(binding); } Sampler glSampler = (Sampler)sampler; glSampler?.Bind(binding); if (binding == 0) { _unit0Sampler = glSampler; } } public void SetTransformFeedbackBuffers(ReadOnlySpan buffers) { if (_tfEnabled) { GL.EndTransformFeedback(); } int count = Math.Min(buffers.Length, Constants.MaxTransformFeedbackBuffers); for (int i = 0; i < count; i++) { BufferRange buffer = buffers[i]; _tfbTargets[i] = buffer; if (buffer.Handle == BufferHandle.Null) { GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, 0); continue; } if (_tfbs[i] == BufferHandle.Null) { _tfbs[i] = Buffer.Create(); } Buffer.Resize(_tfbs[i], buffer.Size); Buffer.Copy(buffer.Handle, _tfbs[i], buffer.Offset, 0, buffer.Size); GL.BindBufferBase(BufferRangeTarget.TransformFeedbackBuffer, i, _tfbs[i].ToInt32()); } if (_tfEnabled) { GL.BeginTransformFeedback(_tfTopology); } } public void SetUniformBuffers(ReadOnlySpan buffers) { SetBuffers(buffers, isStorage: false); } public void SetUserClipDistance(int index, bool enableClip) { if (!enableClip) { GL.Disable(EnableCap.ClipDistance0 + index); return; } GL.Enable(EnableCap.ClipDistance0 + index); } public void SetVertexAttribs(ReadOnlySpan vertexAttribs) { EnsureVertexArray(); _vertexArray.SetVertexAttributes(vertexAttribs); } public void SetVertexBuffers(ReadOnlySpan vertexBuffers) { EnsureVertexArray(); _vertexArray.SetVertexBuffers(vertexBuffers); } public void SetViewports(ReadOnlySpan viewports, bool disableTransform) { Array.Resize(ref _viewportArray, viewports.Length * 4); Array.Resize(ref _depthRangeArray, viewports.Length * 2); float[] viewportArray = _viewportArray; double[] depthRangeArray = _depthRangeArray; for (int index = 0; index < viewports.Length; index++) { int viewportElemIndex = index * 4; Viewport viewport = viewports[index]; viewportArray[viewportElemIndex + 0] = viewport.Region.X; viewportArray[viewportElemIndex + 1] = viewport.Region.Y + (viewport.Region.Height < 0 ? viewport.Region.Height : 0); viewportArray[viewportElemIndex + 2] = viewport.Region.Width; viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height); if (HwCapabilities.SupportsViewportSwizzle) { GL.NV.ViewportSwizzle( index, viewport.SwizzleX.Convert(), viewport.SwizzleY.Convert(), viewport.SwizzleZ.Convert(), viewport.SwizzleW.Convert()); } depthRangeArray[index * 2 + 0] = viewport.DepthNear; depthRangeArray[index * 2 + 1] = viewport.DepthFar; } bool flipY = viewports.Length != 0 && viewports[0].Region.Height < 0; SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft); GL.ViewportArray(0, viewports.Length, viewportArray); GL.DepthRangeArray(0, viewports.Length, depthRangeArray); float disableTransformF = disableTransform ? 1.0f : 0.0f; if (_supportBuffer.Data.ViewportInverse.W != disableTransformF || disableTransform) { float scale = _renderScale[0].X; _supportBuffer.UpdateViewportInverse(new Vector4 { X = scale * 2f / viewports[0].Region.Width, Y = scale * 2f / viewports[0].Region.Height, Z = 1, W = disableTransformF }); } } public void TextureBarrier() { GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit); } public void TextureBarrierTiled() { GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit); } private void SetBuffers(ReadOnlySpan buffers, bool isStorage) { BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer; for (int index = 0; index < buffers.Length; index++) { BufferAssignment assignment = buffers[index]; BufferRange buffer = assignment.Range; if (buffer.Handle == BufferHandle.Null) { GL.BindBufferRange(target, assignment.Binding, 0, IntPtr.Zero, 0); continue; } GL.BindBufferRange(target, assignment.Binding, buffer.Handle.ToInt32(), (IntPtr)buffer.Offset, buffer.Size); } } private void SetOrigin(ClipOrigin origin) { if (_clipOrigin != origin) { _clipOrigin = origin; GL.ClipControl(origin, _clipDepthMode); SetFrontFace(_frontFace); } } private void SetFrontFace(FrontFaceDirection frontFace) { // Changing clip origin will also change the front face to compensate // for the flipped viewport, we flip it again here to compensate as // this effect is undesirable for us. if (_clipOrigin == ClipOrigin.UpperLeft) { frontFace = frontFace == FrontFaceDirection.Ccw ? FrontFaceDirection.Cw : FrontFaceDirection.Ccw; } GL.FrontFace(frontFace); } private void EnsureVertexArray() { if (_vertexArray == null) { _vertexArray = new VertexArray(); _vertexArray.Bind(); } } private void EnsureFramebuffer() { if (_framebuffer == null) { _framebuffer = new Framebuffer(); int boundHandle = _framebuffer.Bind(); _boundDrawFramebuffer = _boundReadFramebuffer = boundHandle; GL.Enable(EnableCap.FramebufferSrgb); } } internal (int drawHandle, int readHandle) GetBoundFramebuffers() { if (BackgroundContextWorker.InBackground) { return (0, 0); } return (_boundDrawFramebuffer, _boundReadFramebuffer); } public void UpdateRenderScale(ReadOnlySpan scales, int totalCount, int fragmentCount) { bool changed = false; for (int index = 0; index < totalCount; index++) { if (_renderScale[1 + index].X != scales[index]) { _renderScale[1 + index].X = scales[index]; changed = true; } } // Only update fragment count if there are scales after it for the vertex stage. if (fragmentCount != totalCount && fragmentCount != _fragmentScaleCount) { _fragmentScaleCount = fragmentCount; _supportBuffer.UpdateFragmentRenderScaleCount(_fragmentScaleCount); } if (changed) { _supportBuffer.UpdateRenderScale(_renderScale, 0, 1 + totalCount); } } private void PrepareForDispatch() { _unit0Texture?.Bind(0); _supportBuffer.Commit(); } private void PreDraw(int vertexCount) { _vertexArray.PreDraw(vertexCount); PreDraw(); } private void PreDrawVbUnbounded() { _vertexArray.PreDrawVbUnbounded(); PreDraw(); } private void PreDraw() { DrawCount++; _unit0Texture?.Bind(0); _supportBuffer.Commit(); } private void PostDraw() { if (_tfEnabled) { for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++) { if (_tfbTargets[i].Handle != BufferHandle.Null) { Buffer.Copy(_tfbs[i], _tfbTargets[i].Handle, 0, _tfbTargets[i].Offset, _tfbTargets[i].Size); } } } } public void RestoreComponentMask(int index, bool force = true) { // If the bound render target is bgra, swap the red and blue masks. uint redMask = _fpIsBgra[index].X == 0 ? 1u : 4u; uint blueMask = _fpIsBgra[index].X == 0 ? 4u : 1u; int shift = index * 4; uint componentMask = _componentMasks & _fragmentOutputMap; uint checkMask = 0xfu << shift; uint componentMaskAtIndex = componentMask & checkMask; if (!force && componentMaskAtIndex == (_currentComponentMasks & checkMask)) { return; } componentMask >>= shift; componentMask &= 0xfu; GL.ColorMask( index, (componentMask & redMask) != 0, (componentMask & 2u) != 0, (componentMask & blueMask) != 0, (componentMask & 8u) != 0); _currentComponentMasks &= ~checkMask; _currentComponentMasks |= componentMaskAtIndex; } public void RestoreClipControl() { GL.ClipControl(_clipOrigin, _clipDepthMode); } public void RestoreScissor0Enable() { if ((_scissorEnables & 1u) != 0) { GL.Enable(IndexedEnableCap.ScissorTest, 0); } } public void RestoreRasterizerDiscard() { if (_rasterizerDiscard) { GL.Enable(EnableCap.RasterizerDiscard); } } public void RestoreViewport0() { if (_viewportArray.Length > 0) { GL.ViewportArray(0, 1, _viewportArray); } } public void RestoreProgram() { _program?.Bind(); } public void RestoreImages1And2() { for (int i = 0; i < SavedImages; i++) { (TextureBase texBase, Format imageFormat) = _images[i]; if (texBase != null) { SizedInternalFormat format = FormatTable.GetImageFormat(imageFormat); if (format != 0) { GL.BindImageTexture(i, texBase.Handle, 0, true, 0, TextureAccess.ReadWrite, format); continue; } } GL.BindImageTexture(i, 0, 0, true, 0, TextureAccess.ReadWrite, SizedInternalFormat.Rgba8); } } public bool TryHostConditionalRendering(ICounterEvent value, ulong compare, bool isEqual) { if (value is CounterQueueEvent) { // Compare an event and a constant value. CounterQueueEvent evt = (CounterQueueEvent)value; // Easy host conditional rendering when the check matches what GL can do: // - Event is of type samples passed. // - Result is not a combination of multiple queries. // - Comparing against 0. // - Event has not already been flushed. if (compare == 0 && evt.Type == QueryTarget.SamplesPassed && evt.ClearCounter) { if (!value.ReserveForHostAccess()) { // If the event has been flushed, then just use the values on the CPU. // The query object may already be repurposed for another draw (eg. begin + end). return false; } GL.BeginConditionalRender(evt.Query, isEqual ? ConditionalRenderType.QueryNoWaitInverted : ConditionalRenderType.QueryNoWait); _activeConditionalRender = evt; return true; } } // The GPU will flush the queries to CPU and evaluate the condition there instead. GL.Flush(); // The thread will be stalled manually flushing the counter, so flush GL commands now. return false; } public bool TryHostConditionalRendering(ICounterEvent value, ICounterEvent compare, bool isEqual) { GL.Flush(); // The GPU thread will be stalled manually flushing the counter, so flush GL commands now. return false; // We don't currently have a way to compare two counters for conditional rendering. } public void EndHostConditionalRendering() { GL.EndConditionalRender(); _activeConditionalRender?.ReleaseHostAccess(); _activeConditionalRender = null; } public void Dispose() { _supportBuffer?.Dispose(); for (int i = 0; i < Constants.MaxTransformFeedbackBuffers; i++) { if (_tfbs[i] != BufferHandle.Null) { Buffer.Delete(_tfbs[i]); _tfbs[i] = BufferHandle.Null; } } _activeConditionalRender?.ReleaseHostAccess(); _framebuffer?.Dispose(); _vertexArray?.Dispose(); _drawTexture.Dispose(); } } }