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https://github.com/Ryujinx/Ryujinx.git
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* Implement RasterizeEnable * Match viewport count to hardware * Simplify ScissorTest tracking around Blits * Disable RasterizerDiscard around Blits and track its state * Read RasterizeEnable reg as bool and add doc
159 lines
4.9 KiB
C#
159 lines
4.9 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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namespace Ryujinx.Graphics.OpenGL
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{
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class Window : IWindow, IDisposable
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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 readonly Renderer _renderer;
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private int _width;
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private int _height;
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private int _copyFramebufferHandle;
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public Window(Renderer renderer)
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{
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_renderer = renderer;
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_width = NativeWidth;
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_height = NativeHeight;
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}
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public void Present(ITexture texture, ImageCrop crop)
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{
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GL.Disable(EnableCap.FramebufferSrgb);
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CopyTextureToFrameBufferRGB(0, GetCopyFramebufferHandleLazy(), (TextureView)texture, crop);
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GL.Enable(EnableCap.FramebufferSrgb);
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}
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public void SetSize(int width, int height)
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{
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_width = width;
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_height = height;
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}
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private void CopyTextureToFrameBufferRGB(int drawFramebuffer, int readFramebuffer, TextureView view, ImageCrop crop)
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{
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bool[] oldFramebufferColorWritemask = new bool[4];
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int oldReadFramebufferHandle = GL.GetInteger(GetPName.ReadFramebufferBinding);
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int oldDrawFramebufferHandle = GL.GetInteger(GetPName.DrawFramebufferBinding);
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GL.GetBoolean(GetIndexedPName.ColorWritemask, drawFramebuffer, oldFramebufferColorWritemask);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, drawFramebuffer);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, readFramebuffer);
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GL.FramebufferTexture(
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FramebufferTarget.ReadFramebuffer,
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FramebufferAttachment.ColorAttachment0,
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view.Handle,
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0);
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GL.ReadBuffer(ReadBufferMode.ColorAttachment0);
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GL.Disable(EnableCap.RasterizerDiscard);
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GL.Disable(IndexedEnableCap.ScissorTest, 0);
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GL.Clear(ClearBufferMask.ColorBufferBit);
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int srcX0, srcX1, srcY0, srcY1;
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if (crop.Left == 0 && crop.Right == 0)
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{
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srcX0 = 0;
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srcX1 = view.Width;
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}
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else
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{
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srcX0 = crop.Left;
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srcX1 = crop.Right;
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}
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if (crop.Top == 0 && crop.Bottom == 0)
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{
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srcY0 = 0;
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srcY1 = view.Height;
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}
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else
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{
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srcY0 = crop.Top;
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srcY1 = crop.Bottom;
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}
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float ratioX = MathF.Min(1f, (_height * (float)NativeWidth) / ((float)NativeHeight * _width));
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float ratioY = MathF.Min(1f, (_width * (float)NativeHeight) / ((float)NativeWidth * _height));
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int dstWidth = (int)(_width * ratioX);
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int dstHeight = (int)(_height * ratioY);
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int dstPaddingX = (_width - dstWidth) / 2;
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int dstPaddingY = (_height - dstHeight) / 2;
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int dstX0 = crop.FlipX ? _width - dstPaddingX : dstPaddingX;
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int dstX1 = crop.FlipX ? dstPaddingX : _width - dstPaddingX;
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int dstY0 = crop.FlipY ? dstPaddingY : _height - dstPaddingY;
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int dstY1 = crop.FlipY ? _height - dstPaddingY : dstPaddingY;
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GL.BlitFramebuffer(
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srcX0,
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srcY0,
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srcX1,
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srcY1,
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dstX0,
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dstY0,
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dstX1,
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dstY1,
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ClearBufferMask.ColorBufferBit,
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BlitFramebufferFilter.Linear);
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// Remove Alpha channel
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GL.ColorMask(drawFramebuffer, false, false, false, true);
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GL.ClearBuffer(ClearBuffer.Color, 0, new float[] { 0.0f, 0.0f, 0.0f, 1.0f });
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GL.ColorMask(drawFramebuffer,
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oldFramebufferColorWritemask[0],
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oldFramebufferColorWritemask[1],
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oldFramebufferColorWritemask[2],
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oldFramebufferColorWritemask[3]);
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GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, oldReadFramebufferHandle);
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GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, oldDrawFramebufferHandle);
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((Pipeline)_renderer.Pipeline).RestoreScissor0Enable();
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((Pipeline)_renderer.Pipeline).RestoreRasterizerDiscard();
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}
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private int GetCopyFramebufferHandleLazy()
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{
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int handle = _copyFramebufferHandle;
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if (handle == 0)
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{
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handle = GL.GenFramebuffer();
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_copyFramebufferHandle = handle;
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}
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return handle;
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}
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public void Dispose()
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{
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if (_copyFramebufferHandle != 0)
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{
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GL.DeleteFramebuffer(_copyFramebufferHandle);
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_copyFramebufferHandle = 0;
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}
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}
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}
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}
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