mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-20 07:38:42 +02:00
719 lines
21 KiB
C#
719 lines
21 KiB
C#
using OpenTK.Graphics.OpenGL;
|
|
using Ryujinx.Graphics.GAL;
|
|
using Ryujinx.Graphics.GAL.Blend;
|
|
using Ryujinx.Graphics.GAL.Color;
|
|
using Ryujinx.Graphics.GAL.DepthStencil;
|
|
using Ryujinx.Graphics.GAL.InputAssembler;
|
|
using Ryujinx.Graphics.Shader;
|
|
using System;
|
|
|
|
namespace Ryujinx.Graphics.OpenGL
|
|
{
|
|
class GraphicsPipeline : IGraphicsPipeline
|
|
{
|
|
private Program _program;
|
|
|
|
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 TextureView _unit0Texture;
|
|
|
|
private ClipOrigin _clipOrigin;
|
|
|
|
private uint[] _componentMasks;
|
|
|
|
internal GraphicsPipeline()
|
|
{
|
|
_clipOrigin = ClipOrigin.LowerLeft;
|
|
}
|
|
|
|
public void BindBlendState(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());
|
|
|
|
GL.Enable(IndexedEnableCap.Blend, index);
|
|
}
|
|
|
|
public void BindIndexBuffer(BufferRange buffer, IndexType type)
|
|
{
|
|
_elementsType = type.Convert();
|
|
|
|
_indexBaseOffset = (IntPtr)buffer.Offset;
|
|
|
|
EnsureVertexArray();
|
|
|
|
_vertexArray.SetIndexBuffer((Buffer)buffer.Buffer);
|
|
}
|
|
|
|
public void BindProgram(IProgram program)
|
|
{
|
|
_program = (Program)program;
|
|
|
|
_program.Bind();
|
|
}
|
|
|
|
public void BindSampler(int index, ShaderStage stage, ISampler sampler)
|
|
{
|
|
int unit = _program.GetTextureUnit(stage, index);
|
|
|
|
if (unit != -1 && sampler != null)
|
|
{
|
|
((Sampler)sampler).Bind(unit);
|
|
}
|
|
}
|
|
|
|
public void BindTexture(int index, ShaderStage stage, ITexture texture)
|
|
{
|
|
int unit = _program.GetTextureUnit(stage, index);
|
|
|
|
if (unit != -1 && texture != null)
|
|
{
|
|
if (unit == 0)
|
|
{
|
|
_unit0Texture = ((TextureView)texture);
|
|
}
|
|
else
|
|
{
|
|
((TextureView)texture).Bind(unit);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void BindStorageBuffers(int index, ShaderStage stage, BufferRange[] buffers)
|
|
{
|
|
BindBuffers(index, stage, buffers, isStorage: true);
|
|
}
|
|
|
|
public void BindUniformBuffers(int index, ShaderStage stage, BufferRange[] buffers)
|
|
{
|
|
BindBuffers(index, stage, buffers, isStorage: false);
|
|
}
|
|
|
|
private void BindBuffers(int index, ShaderStage stage, BufferRange[] buffers, bool isStorage)
|
|
{
|
|
for (int bufferIndex = 0; bufferIndex < buffers.Length; bufferIndex++, index++)
|
|
{
|
|
int bindingPoint = isStorage
|
|
? _program.GetStorageBufferBindingPoint(stage, index)
|
|
: _program.GetUniformBufferBindingPoint(stage, index);
|
|
|
|
if (bindingPoint == -1)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
BufferRange buffer = buffers[bufferIndex];
|
|
|
|
BufferRangeTarget target = isStorage
|
|
? BufferRangeTarget.ShaderStorageBuffer
|
|
: BufferRangeTarget.UniformBuffer;
|
|
|
|
if (buffer.Buffer == null)
|
|
{
|
|
GL.BindBufferRange(target, bindingPoint, 0, IntPtr.Zero, 0);
|
|
|
|
continue;
|
|
}
|
|
|
|
int bufferHandle = ((Buffer)buffer.Buffer).Handle;
|
|
|
|
IntPtr bufferOffset = (IntPtr)buffer.Offset;
|
|
|
|
GL.BindBufferRange(
|
|
target,
|
|
bindingPoint,
|
|
bufferHandle,
|
|
bufferOffset,
|
|
buffer.Size);
|
|
}
|
|
}
|
|
|
|
public void BindVertexAttribs(VertexAttribDescriptor[] vertexAttribs)
|
|
{
|
|
EnsureVertexArray();
|
|
|
|
_vertexArray.SetVertexAttributes(vertexAttribs);
|
|
}
|
|
|
|
public void BindVertexBuffers(VertexBufferDescriptor[] vertexBuffers)
|
|
{
|
|
EnsureVertexArray();
|
|
|
|
_vertexArray.SetVertexBuffers(vertexBuffers);
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
public void ClearRenderTargetColor(int index, uint componentMask, ColorSI color)
|
|
{
|
|
GL.ColorMask(
|
|
index,
|
|
(componentMask & 1u) != 0,
|
|
(componentMask & 2u) != 0,
|
|
(componentMask & 4u) != 0,
|
|
(componentMask & 8u) != 0);
|
|
|
|
int[] colors = new int[] { color.Red, color.Green, color.Blue, color.Alpha };
|
|
|
|
GL.ClearBuffer(ClearBuffer.Color, index, colors);
|
|
|
|
RestoreComponentMask(index);
|
|
}
|
|
|
|
public void ClearRenderTargetColor(int index, uint componentMask, ColorUI color)
|
|
{
|
|
GL.ColorMask(
|
|
index,
|
|
(componentMask & 1u) != 0,
|
|
(componentMask & 2u) != 0,
|
|
(componentMask & 4u) != 0,
|
|
(componentMask & 8u) != 0);
|
|
|
|
uint[] colors = new uint[] { color.Red, color.Green, color.Blue, color.Alpha };
|
|
|
|
GL.ClearBuffer(ClearBuffer.Color, index, colors);
|
|
|
|
RestoreComponentMask(index);
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
public void Draw(int vertexCount, int instanceCount, int firstVertex, int firstInstance)
|
|
{
|
|
if (!_program.IsLinked)
|
|
{
|
|
return;
|
|
}
|
|
|
|
PrepareForDraw();
|
|
|
|
if (firstInstance == 0 && instanceCount == 1)
|
|
{
|
|
if (_primitiveType == PrimitiveType.Quads)
|
|
{
|
|
for (int offset = 0; offset < vertexCount; offset += 4)
|
|
{
|
|
GL.DrawArrays(PrimitiveType.TriangleFan, firstVertex + offset, 4);
|
|
}
|
|
}
|
|
else if (_primitiveType == PrimitiveType.QuadStrip)
|
|
{
|
|
GL.DrawArrays(PrimitiveType.TriangleFan, firstVertex, 4);
|
|
|
|
for (int offset = 2; offset < vertexCount; offset += 2)
|
|
{
|
|
GL.DrawArrays(PrimitiveType.TriangleFan, firstVertex + offset, 4);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
GL.DrawArrays(_primitiveType, firstVertex, vertexCount);
|
|
}
|
|
|
|
// 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)
|
|
{
|
|
return;
|
|
}
|
|
|
|
PrepareForDraw();
|
|
|
|
int firstIndexOffset = firstIndex;
|
|
|
|
switch (_elementsType)
|
|
{
|
|
case DrawElementsType.UnsignedShort: firstIndexOffset *= 2; break;
|
|
case DrawElementsType.UnsignedInt: firstIndexOffset *= 4; break;
|
|
}
|
|
|
|
IntPtr indexBaseOffset = _indexBaseOffset + firstIndexOffset;
|
|
|
|
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 DrawIndirect(BufferRange buffer, ulong offset, int drawCount, int stride)
|
|
{
|
|
|
|
}
|
|
|
|
public void DrawIndexedIndirect(BufferRange buffer, ulong offset, int drawCount, int stride)
|
|
{
|
|
|
|
}
|
|
|
|
public void SetBlendColor(ColorF color)
|
|
{
|
|
GL.BlendColor(color.Red, color.Green, color.Blue, color.Alpha);
|
|
}
|
|
|
|
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);
|
|
// GL.PolygonOffsetClamp(factor, units, clamp);
|
|
}
|
|
|
|
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 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 SetRenderTargetColorMasks(uint[] componentMasks)
|
|
{
|
|
_componentMasks = (uint[])componentMasks.Clone();
|
|
|
|
for (int index = 0; index < componentMasks.Length; index++)
|
|
{
|
|
RestoreComponentMask(index);
|
|
}
|
|
}
|
|
|
|
public void SetRenderTargets(ITexture color3D, ITexture depthStencil)
|
|
{
|
|
EnsureFramebuffer();
|
|
|
|
TextureView color = (TextureView)color3D;
|
|
|
|
for (int index = 0; index < color.DepthOrLayers; index++)
|
|
{
|
|
_framebuffer.AttachColor(index, color, index);
|
|
}
|
|
|
|
TextureView depthStencilView = (TextureView)depthStencil;
|
|
|
|
_framebuffer.AttachDepthStencil(depthStencilView);
|
|
|
|
_framebuffer.SetDrawBuffers(color.DepthOrLayers);
|
|
|
|
_hasDepthBuffer = depthStencil != null && depthStencilView.Format != Format.S8Uint;
|
|
|
|
UpdateDepthTest();
|
|
}
|
|
|
|
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 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 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);
|
|
}
|
|
|
|
private void SetOrigin(ClipOrigin origin)
|
|
{
|
|
if (_clipOrigin != origin)
|
|
{
|
|
_clipOrigin = origin;
|
|
|
|
GL.ClipControl(origin, ClipDepthMode.NegativeOneToOne);
|
|
}
|
|
}
|
|
|
|
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 PrepareForDraw()
|
|
{
|
|
_vertexArray.Validate();
|
|
|
|
if (_unit0Texture != null)
|
|
{
|
|
_unit0Texture.Bind(0);
|
|
}
|
|
}
|
|
|
|
private void RestoreComponentMask(int index)
|
|
{
|
|
GL.ColorMask(
|
|
index,
|
|
(_componentMasks[index] & 1u) != 0,
|
|
(_componentMasks[index] & 2u) != 0,
|
|
(_componentMasks[index] & 4u) != 0,
|
|
(_componentMasks[index] & 8u) != 0);
|
|
}
|
|
|
|
public void RebindProgram()
|
|
{
|
|
_program?.Bind();
|
|
}
|
|
}
|
|
}
|