using OpenTK.Graphics.OpenGL; using Ryujinx.Common.Logging; using Ryujinx.Graphics.GAL; using Ryujinx.Graphics.Shader; using System; namespace Ryujinx.Graphics.OpenGL { class Pipeline : IPipeline, IDisposable { 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 _depthTest; private bool _hasDepthBuffer; private TextureBase _unit0Texture; private ClipOrigin _clipOrigin; private ClipDepthMode _clipDepthMode; private uint[] _componentMasks; private bool _scissor0Enable = false; ColorF _blendConstant = new ColorF(0, 0, 0, 0); internal Pipeline() { _rasterizerDiscard = false; _clipOrigin = ClipOrigin.LowerLeft; _clipDepthMode = ClipDepthMode.NegativeOneToOne; } public void Barrier() { GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits); } public void ClearRenderTargetColor(int index, uint componentMask, ColorF color) { 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 }; GL.ClearBuffer(ClearBuffer.Color, index, colors); RestoreComponentMask(index); _framebuffer.SignalModified(); } public void ClearRenderTargetDepthStencil(float depthValue, bool depthMask, int stencilValue, int stencilMask) { bool stencilMaskChanged = stencilMask != 0 && stencilMask != _stencilFrontMask; bool depthMaskChanged = depthMask && depthMask != _depthMask; if (stencilMaskChanged) { GL.StencilMaskSeparate(StencilFace.Front, stencilMask); } if (depthMaskChanged) { GL.DepthMask(depthMask); } if (depthMask && stencilMask != 0) { GL.ClearBuffer(ClearBufferCombined.DepthStencil, 0, depthValue, stencilValue); } else if (depthMask) { GL.ClearBuffer(ClearBuffer.Depth, 0, ref depthValue); } else if (stencilMask != 0) { GL.ClearBuffer(ClearBuffer.Stencil, 0, ref stencilValue); } if (stencilMaskChanged) { GL.StencilMaskSeparate(StencilFace.Front, _stencilFrontMask); } if (depthMaskChanged) { GL.DepthMask(_depthMask); } _framebuffer.SignalModified(); } public void DispatchCompute(int groupsX, int groupsY, int groupsZ) { if (!_program.IsLinked) { Logger.PrintDebug(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.PrintDebug(LogClass.Gpu, "Draw error, shader not linked."); return; } PrepareForDraw(); if (_primitiveType == PrimitiveType.Quads) { DrawQuadsImpl(vertexCount, instanceCount, firstVertex, firstInstance); } else if (_primitiveType == PrimitiveType.QuadStrip) { DrawQuadStripImpl(vertexCount, instanceCount, firstVertex, firstInstance); } else { DrawImpl(vertexCount, instanceCount, firstVertex, firstInstance); } _framebuffer.SignalModified(); } 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.PrintDebug(LogClass.Gpu, "Draw error, shader not linked."); return; } PrepareForDraw(); 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) { DrawQuadsIndexedImpl( indexCount, instanceCount, indexBaseOffset, indexElemSize, firstVertex, firstInstance); } else if (_primitiveType == PrimitiveType.QuadStrip) { DrawQuadStripIndexedImpl( indexCount, instanceCount, indexBaseOffset, indexElemSize, firstVertex, firstInstance); } else { DrawIndexedImpl( indexCount, instanceCount, indexBaseOffset, firstVertex, firstInstance); } _framebuffer.SignalModified(); } 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 SetBlendState(int index, BlendDescriptor blend) { 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()); 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; } GL.PolygonOffset(factor, units / 2f); // TODO: Enable when GL_EXT_polygon_offset_clamp is supported. // GL.PolygonOffsetClamp(factor, units, clamp); } 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) { GL.DepthFunc((DepthFunction)depthTest.Func.Convert()); _depthMask = depthTest.WriteEnable; _depthTest = depthTest.TestEnable; UpdateDepthTest(); } public void SetFaceCulling(bool enable, Face face) { if (!enable) { GL.Disable(EnableCap.CullFace); return; } GL.CullFace(face.Convert()); GL.Enable(EnableCap.CullFace); } public void SetFrontFace(FrontFace frontFace) { GL.FrontFace(frontFace.Convert()); } public void SetImage(int index, ShaderStage stage, ITexture texture) { int unit = _program.GetImageUnit(stage, index); if (unit != -1 && texture != null) { TextureBase texBase = (TextureBase)texture; FormatInfo formatInfo = FormatTable.GetFormatInfo(texBase.Format); SizedInternalFormat format = (SizedInternalFormat)formatInfo.PixelInternalFormat; GL.BindImageTexture(unit, 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)buffer.Buffer); } public void SetPointSize(float size) { GL.PointSize(size); } 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 = (Program)program; _program.Bind(); } public void SetRasterizerDiscard(bool discard) { if (discard) { GL.Enable(EnableCap.RasterizerDiscard); } else { GL.Disable(EnableCap.RasterizerDiscard); } _rasterizerDiscard = discard; } public void SetRenderTargetColorMasks(uint[] componentMasks) { _componentMasks = (uint[])componentMasks.Clone(); for (int index = 0; index < componentMasks.Length; index++) { RestoreComponentMask(index); } } public void SetRenderTargets(ITexture[] colors, ITexture depthStencil) { EnsureFramebuffer(); for (int index = 0; index < colors.Length; index++) { TextureView color = (TextureView)colors[index]; _framebuffer.AttachColor(index, color); } TextureView depthStencilView = (TextureView)depthStencil; _framebuffer.AttachDepthStencil(depthStencilView); _framebuffer.SetDrawBuffers(colors.Length); _hasDepthBuffer = depthStencil != null && depthStencilView.Format != Format.S8Uint; UpdateDepthTest(); } public void SetSampler(int index, ShaderStage stage, ISampler sampler) { int unit = _program.GetTextureUnit(stage, index); if (unit != -1 && sampler != null) { ((Sampler)sampler).Bind(unit); } } public void SetScissorEnable(int index, bool enable) { if (enable) { GL.Enable(IndexedEnableCap.ScissorTest, index); } else { GL.Disable(IndexedEnableCap.ScissorTest, index); } if (index == 0) { _scissor0Enable = enable; } } public void SetScissor(int index, int x, int y, int width, int height) { GL.ScissorIndexed(index, x, y, width, height); } public void SetStencilTest(StencilTestDescriptor stencilTest) { 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 SetStorageBuffer(int index, ShaderStage stage, BufferRange buffer) { SetBuffer(index, stage, buffer, isStorage: true); } public void SetTexture(int index, ShaderStage stage, ITexture texture) { int unit = _program.GetTextureUnit(stage, index); if (unit != -1 && texture != null) { if (unit == 0) { _unit0Texture = (TextureBase)texture; } else { ((TextureBase)texture).Bind(unit); } } } public void SetUniformBuffer(int index, ShaderStage stage, BufferRange buffer) { SetBuffer(index, stage, buffer, isStorage: false); } public void SetVertexAttribs(VertexAttribDescriptor[] vertexAttribs) { EnsureVertexArray(); _vertexArray.SetVertexAttributes(vertexAttribs); } public void SetVertexBuffers(VertexBufferDescriptor[] vertexBuffers) { EnsureVertexArray(); _vertexArray.SetVertexBuffers(vertexBuffers); } public void SetViewports(int first, Viewport[] viewports) { bool flipY = false; float[] viewportArray = new float[viewports.Length * 4]; double[] depthRangeArray = new double[viewports.Length * 2]; 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; // OpenGL does not support per-viewport flipping, so // instead we decide that based on the viewport 0 value. // It will apply to all viewports. if (index == 0) { flipY = viewport.Region.Height < 0; } if (viewport.SwizzleY == ViewportSwizzle.NegativeY) { flipY = !flipY; } viewportArray[viewportElemIndex + 2] = MathF.Abs(viewport.Region.Width); viewportArray[viewportElemIndex + 3] = MathF.Abs(viewport.Region.Height); depthRangeArray[index * 2 + 0] = viewport.DepthNear; depthRangeArray[index * 2 + 1] = viewport.DepthFar; } GL.ViewportArray(first, viewports.Length, viewportArray); GL.DepthRangeArray(first, viewports.Length, depthRangeArray); SetOrigin(flipY ? ClipOrigin.UpperLeft : ClipOrigin.LowerLeft); } public void TextureBarrier() { GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit); } public void TextureBarrierTiled() { GL.MemoryBarrier(MemoryBarrierFlags.TextureFetchBarrierBit); } private void SetBuffer(int index, ShaderStage stage, BufferRange buffer, bool isStorage) { int bindingPoint = isStorage ? _program.GetStorageBufferBindingPoint(stage, index) : _program.GetUniformBufferBindingPoint(stage, index); if (bindingPoint == -1) { return; } BufferRangeTarget target = isStorage ? BufferRangeTarget.ShaderStorageBuffer : BufferRangeTarget.UniformBuffer; if (buffer.Buffer == null) { GL.BindBufferRange(target, bindingPoint, 0, IntPtr.Zero, 0); return; } int bufferHandle = ((Buffer)buffer.Buffer).Handle; IntPtr bufferOffset = (IntPtr)buffer.Offset; GL.BindBufferRange(target, bindingPoint, bufferHandle, bufferOffset, buffer.Size); } private void SetOrigin(ClipOrigin origin) { if (_clipOrigin != origin) { _clipOrigin = origin; GL.ClipControl(origin, _clipDepthMode); } } private void EnsureVertexArray() { if (_vertexArray == null) { _vertexArray = new VertexArray(); _vertexArray.Bind(); } } private void EnsureFramebuffer() { if (_framebuffer == null) { _framebuffer = new Framebuffer(); _framebuffer.Bind(); GL.Enable(EnableCap.FramebufferSrgb); } } private void UpdateDepthTest() { // Enabling depth operations is only valid when we have // a depth buffer, otherwise it's not allowed. if (_hasDepthBuffer) { if (_depthTest) { GL.Enable(EnableCap.DepthTest); } else { GL.Disable(EnableCap.DepthTest); } GL.DepthMask(_depthMask); } else { GL.Disable(EnableCap.DepthTest); GL.DepthMask(false); } } private void PrepareForDispatch() { if (_unit0Texture != null) { _unit0Texture.Bind(0); } } private void PrepareForDraw() { _vertexArray.Validate(); if (_unit0Texture != null) { _unit0Texture.Bind(0); } } private void RestoreComponentMask(int index) { if (_componentMasks != null) { GL.ColorMask( index, (_componentMasks[index] & 1u) != 0, (_componentMasks[index] & 2u) != 0, (_componentMasks[index] & 4u) != 0, (_componentMasks[index] & 8u) != 0); } } public void RestoreScissor0Enable() { if (_scissor0Enable) { GL.Enable(IndexedEnableCap.ScissorTest, 0); } } public void RestoreRasterizerDiscard() { if (_rasterizerDiscard) { GL.Enable(EnableCap.RasterizerDiscard); } } public void Dispose() { _framebuffer?.Dispose(); _vertexArray?.Dispose(); } } }