ce1d5be212
* Move GPU LLE emulation from HLE to Graphics * Graphics: Move Gal/Texture to Texture * Remove Engines/ directory and namespace * Use tables for image formats * Abstract OpCode decoding * Simplify image table * Do not leak Read* symbols in TextureReader * Fixups * Rename IGalFrameBuffer -> IGalRenderTarget * Remove MaxBpp hardcoded value * Change yet again texture data and add G8R8 flipping * Rename GalFrameBufferFormat to GalSurfaceFormat * Unident EnsureSetup in ImageHandler * Add IsCompressed * Address some feedback
497 lines
No EOL
15 KiB
C#
497 lines
No EOL
15 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.Texture;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLRenderTarget : IGalRenderTarget
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{
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private struct Rect
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{
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public int X { get; private set; }
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public int Y { get; private set; }
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public int Width { get; private set; }
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public int Height { get; private set; }
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public Rect(int X, int Y, int Width, int Height)
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{
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this.X = X;
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this.Y = Y;
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this.Width = Width;
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this.Height = Height;
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}
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}
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private const int NativeWidth = 1280;
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private const int NativeHeight = 720;
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private const GalImageFormat RawFormat = GalImageFormat.A8B8G8R8 | GalImageFormat.Unorm;
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private OGLTexture Texture;
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private ImageHandler RawTex;
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private ImageHandler ReadTex;
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private Rect Viewport;
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private Rect Window;
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private bool FlipX;
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private bool FlipY;
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private int CropTop;
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private int CropLeft;
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private int CropRight;
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private int CropBottom;
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//This framebuffer is used to attach guest rendertargets,
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//think of it as a dummy OpenGL VAO
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private int DummyFrameBuffer;
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//These framebuffers are used to blit images
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private int SrcFb;
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private int DstFb;
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//Holds current attachments, used to avoid unnecesary calls to OpenGL
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private int[] ColorAttachments;
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private int DepthAttachment;
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private int StencilAttachment;
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public OGLRenderTarget(OGLTexture Texture)
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{
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ColorAttachments = new int[8];
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this.Texture = Texture;
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}
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public void BindColor(long Key, int Attachment)
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{
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if (Texture.TryGetImage(Key, out ImageHandler Tex))
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{
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EnsureFrameBuffer();
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Attach(ref ColorAttachments[Attachment], Tex.Handle, FramebufferAttachment.ColorAttachment0 + Attachment);
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}
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else
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{
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UnbindColor(Attachment);
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}
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}
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public void UnbindColor(int Attachment)
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{
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EnsureFrameBuffer();
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Attach(ref ColorAttachments[Attachment], 0, FramebufferAttachment.ColorAttachment0 + Attachment);
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}
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public void BindZeta(long Key)
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{
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if (Texture.TryGetImage(Key, out ImageHandler Tex))
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{
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EnsureFrameBuffer();
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if (Tex.HasDepth && Tex.HasStencil)
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{
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if (DepthAttachment != Tex.Handle ||
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StencilAttachment != Tex.Handle)
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{
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GL.FramebufferTexture(
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FramebufferTarget.DrawFramebuffer,
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FramebufferAttachment.DepthStencilAttachment,
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Tex.Handle,
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0);
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DepthAttachment = Tex.Handle;
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StencilAttachment = Tex.Handle;
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}
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}
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else if (Tex.HasDepth)
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{
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Attach(ref DepthAttachment, Tex.Handle, FramebufferAttachment.DepthAttachment);
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Attach(ref StencilAttachment, 0, FramebufferAttachment.StencilAttachment);
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}
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else if (Tex.HasStencil)
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{
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Attach(ref DepthAttachment, 0, FramebufferAttachment.DepthAttachment);
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Attach(ref StencilAttachment, Tex.Handle, FramebufferAttachment.StencilAttachment);
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}
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else
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{
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throw new InvalidOperationException();
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}
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}
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else
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{
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UnbindZeta();
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}
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}
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public void UnbindZeta()
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{
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EnsureFrameBuffer();
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if (DepthAttachment != 0 ||
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StencilAttachment != 0)
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{
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GL.FramebufferTexture(
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FramebufferTarget.DrawFramebuffer,
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FramebufferAttachment.DepthStencilAttachment,
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0,
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0);
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DepthAttachment = 0;
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StencilAttachment = 0;
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}
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}
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public void BindTexture(long Key, int Index)
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{
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if (Texture.TryGetImage(Key, out ImageHandler Tex))
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{
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GL.ActiveTexture(TextureUnit.Texture0 + Index);
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GL.BindTexture(TextureTarget.Texture2D, Tex.Handle);
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}
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}
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public void Set(long Key)
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{
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if (Texture.TryGetImage(Key, out ImageHandler Tex))
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{
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ReadTex = Tex;
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}
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}
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public void Set(byte[] Data, int Width, int Height)
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{
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if (RawTex == null)
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{
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RawTex = new ImageHandler();
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}
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RawTex.EnsureSetup(new GalImage(Width, Height, RawFormat));
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GL.BindTexture(TextureTarget.Texture2D, RawTex.Handle);
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GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, Width, Height, RawTex.PixelFormat, RawTex.PixelType, Data);
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ReadTex = RawTex;
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}
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public void SetMap(int[] Map)
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{
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if (Map != null && Map.Length > 0)
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{
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DrawBuffersEnum[] Mode = new DrawBuffersEnum[Map.Length];
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for (int i = 0; i < Map.Length; i++)
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{
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Mode[i] = DrawBuffersEnum.ColorAttachment0 + Map[i];
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}
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GL.DrawBuffers(Mode.Length, Mode);
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}
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else
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{
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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}
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}
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public void SetTransform(bool FlipX, bool FlipY, int Top, int Left, int Right, int Bottom)
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{
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this.FlipX = FlipX;
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this.FlipY = FlipY;
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CropTop = Top;
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CropLeft = Left;
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CropRight = Right;
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CropBottom = Bottom;
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}
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public void SetWindowSize(int Width, int Height)
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{
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Window = new Rect(0, 0, Width, Height);
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}
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public void SetViewport(int X, int Y, int Width, int Height)
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{
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Viewport = new Rect(X, Y, Width, Height);
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SetViewport(Viewport);
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}
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private void SetViewport(Rect Viewport)
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{
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GL.Viewport(
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Viewport.X,
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Viewport.Y,
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Viewport.Width,
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Viewport.Height);
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}
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public void Render()
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{
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if (ReadTex == null)
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{
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return;
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}
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int SrcX0, SrcX1, SrcY0, SrcY1;
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if (CropLeft == 0 && CropRight == 0)
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{
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SrcX0 = 0;
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SrcX1 = ReadTex.Width;
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}
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else
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{
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SrcX0 = CropLeft;
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SrcX1 = CropRight;
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}
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if (CropTop == 0 && CropBottom == 0)
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{
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SrcY0 = 0;
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SrcY1 = ReadTex.Height;
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}
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else
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{
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SrcY0 = CropTop;
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SrcY1 = CropBottom;
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}
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float RatioX = MathF.Min(1f, (Window.Height * (float)NativeWidth) / ((float)NativeHeight * Window.Width));
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float RatioY = MathF.Min(1f, (Window.Width * (float)NativeHeight) / ((float)NativeWidth * Window.Height));
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int DstWidth = (int)(Window.Width * RatioX);
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int DstHeight = (int)(Window.Height * RatioY);
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int DstPaddingX = (Window.Width - DstWidth) / 2;
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int DstPaddingY = (Window.Height - DstHeight) / 2;
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int DstX0 = FlipX ? Window.Width - DstPaddingX : DstPaddingX;
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int DstX1 = FlipX ? DstPaddingX : Window.Width - DstPaddingX;
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int DstY0 = FlipY ? DstPaddingY : Window.Height - DstPaddingY;
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int DstY1 = FlipY ? Window.Height - DstPaddingY : DstPaddingY;
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if (SrcFb == 0) SrcFb = GL.GenFramebuffer();
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, 0);
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GL.Viewport(0, 0, Window.Width, Window.Height);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, SrcFb);
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GL.FramebufferTexture(FramebufferTarget.ReadFramebuffer, FramebufferAttachment.ColorAttachment0, ReadTex.Handle, 0);
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GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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GL.BlitFramebuffer(
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SrcX0, SrcY0, SrcX1, SrcY1,
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DstX0, DstY0, DstX1, DstY1,
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ClearBufferMask.ColorBufferBit, BlitFramebufferFilter.Linear);
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EnsureFrameBuffer();
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}
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public void Copy(
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long SrcKey,
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long DstKey,
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int SrcX0,
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int SrcY0,
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int SrcX1,
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int SrcY1,
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int DstX0,
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int DstY0,
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int DstX1,
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int DstY1)
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{
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if (Texture.TryGetImage(SrcKey, out ImageHandler SrcTex) &&
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Texture.TryGetImage(DstKey, out ImageHandler DstTex))
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{
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if (SrcTex.HasColor != DstTex.HasColor ||
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SrcTex.HasDepth != DstTex.HasDepth ||
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SrcTex.HasStencil != DstTex.HasStencil)
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{
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throw new NotImplementedException();
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}
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if (SrcTex.HasColor)
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{
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CopyTextures(
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SrcX0, SrcY0, SrcX1, SrcY1,
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DstX0, DstY0, DstX1, DstY1,
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SrcTex.Handle,
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DstTex.Handle,
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FramebufferAttachment.ColorAttachment0,
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ClearBufferMask.ColorBufferBit,
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true);
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}
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else if (SrcTex.HasDepth && SrcTex.HasStencil)
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{
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CopyTextures(
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SrcX0, SrcY0, SrcX1, SrcY1,
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DstX0, DstY0, DstX1, DstY1,
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SrcTex.Handle,
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DstTex.Handle,
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FramebufferAttachment.DepthStencilAttachment,
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ClearBufferMask.DepthBufferBit | ClearBufferMask.StencilBufferBit,
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false);
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}
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else if (SrcTex.HasDepth)
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{
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CopyTextures(
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SrcX0, SrcY0, SrcX1, SrcY1,
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DstX0, DstY0, DstX1, DstY1,
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SrcTex.Handle,
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DstTex.Handle,
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FramebufferAttachment.DepthAttachment,
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ClearBufferMask.DepthBufferBit,
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false);
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}
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else if (SrcTex.HasStencil)
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{
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CopyTextures(
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SrcX0, SrcY0, SrcX1, SrcY1,
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DstX0, DstY0, DstX1, DstY1,
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SrcTex.Handle,
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DstTex.Handle,
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FramebufferAttachment.StencilAttachment,
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ClearBufferMask.StencilBufferBit,
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false);
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}
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else
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{
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throw new InvalidOperationException();
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}
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}
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}
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public void GetBufferData(long Key, Action<byte[]> Callback)
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{
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if (Texture.TryGetImage(Key, out ImageHandler Tex))
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{
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byte[] Data = new byte[ImageUtils.GetSize(Tex.Image)];
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GL.BindTexture(TextureTarget.Texture2D, Tex.Handle);
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GL.GetTexImage(
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TextureTarget.Texture2D,
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0,
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Tex.PixelFormat,
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Tex.PixelType,
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Data);
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Callback(Data);
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}
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}
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public void SetBufferData(
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long Key,
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int Width,
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int Height,
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byte[] Buffer)
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{
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if (Texture.TryGetImage(Key, out ImageHandler Tex))
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{
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GL.BindTexture(TextureTarget.Texture2D, Tex.Handle);
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const int Level = 0;
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const int Border = 0;
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GL.TexImage2D(
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TextureTarget.Texture2D,
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Level,
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Tex.InternalFormat,
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Width,
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Height,
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Border,
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Tex.PixelFormat,
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Tex.PixelType,
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Buffer);
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}
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}
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private void EnsureFrameBuffer()
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{
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if (DummyFrameBuffer == 0)
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{
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DummyFrameBuffer = GL.GenFramebuffer();
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}
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, DummyFrameBuffer);
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}
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private void Attach(ref int OldHandle, int NewHandle, FramebufferAttachment FbAttachment)
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{
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if (OldHandle != NewHandle)
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{
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GL.FramebufferTexture(
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FramebufferTarget.DrawFramebuffer,
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FbAttachment,
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NewHandle,
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0);
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OldHandle = NewHandle;
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}
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}
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private void CopyTextures(
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int SrcX0,
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int SrcY0,
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int SrcX1,
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int SrcY1,
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int DstX0,
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int DstY0,
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int DstX1,
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int DstY1,
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int SrcTexture,
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int DstTexture,
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FramebufferAttachment Attachment,
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ClearBufferMask Mask,
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bool Color)
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{
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if (SrcFb == 0) SrcFb = GL.GenFramebuffer();
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if (DstFb == 0) DstFb = GL.GenFramebuffer();
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, SrcFb);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, DstFb);
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GL.FramebufferTexture(
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FramebufferTarget.ReadFramebuffer,
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Attachment,
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SrcTexture,
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0);
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GL.FramebufferTexture(
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FramebufferTarget.DrawFramebuffer,
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Attachment,
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DstTexture,
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0);
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if (Color)
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{
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GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
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}
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GL.Clear(Mask);
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GL.BlitFramebuffer(
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SrcX0, SrcY0, SrcX1, SrcY1,
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DstX0, DstY0, DstX1, DstY1,
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Mask,
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Color ? BlitFramebufferFilter.Linear : BlitFramebufferFilter.Nearest);
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EnsureFrameBuffer();
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}
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}
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} |