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* Ensure that vertex attribute buffer index is valid on GPU * Remove vertex buffer validation code from OpenGL * Remove some fields that are no longer necessary
281 lines
8.8 KiB
C#
281 lines
8.8 KiB
C#
using OpenTK.Graphics.OpenGL;
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using Ryujinx.Graphics.GAL;
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using System;
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using System.Numerics;
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using System.Runtime.CompilerServices;
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namespace Ryujinx.Graphics.OpenGL
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{
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class VertexArray : IDisposable
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{
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public int Handle { get; private set; }
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private readonly VertexAttribDescriptor[] _vertexAttribs;
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private readonly VertexBufferDescriptor[] _vertexBuffers;
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private int _minVertexCount;
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private uint _vertexAttribsInUse;
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private uint _vertexBuffersInUse;
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private uint _vertexBuffersLimited;
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private BufferRange _indexBuffer;
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private BufferHandle _tempIndexBuffer;
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private BufferHandle _tempVertexBuffer;
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private int _tempVertexBufferSize;
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public VertexArray()
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{
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Handle = GL.GenVertexArray();
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_vertexAttribs = new VertexAttribDescriptor[Constants.MaxVertexAttribs];
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_vertexBuffers = new VertexBufferDescriptor[Constants.MaxVertexBuffers];
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_tempIndexBuffer = Buffer.Create();
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}
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public void Bind()
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{
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GL.BindVertexArray(Handle);
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}
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public void SetVertexBuffers(ReadOnlySpan<VertexBufferDescriptor> vertexBuffers)
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{
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int minVertexCount = int.MaxValue;
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int bindingIndex;
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for (bindingIndex = 0; bindingIndex < vertexBuffers.Length; bindingIndex++)
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{
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VertexBufferDescriptor vb = vertexBuffers[bindingIndex];
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if (vb.Buffer.Handle != BufferHandle.Null)
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{
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int vertexCount = vb.Stride <= 0 ? 0 : vb.Buffer.Size / vb.Stride;
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if (minVertexCount > vertexCount)
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{
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minVertexCount = vertexCount;
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}
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GL.BindVertexBuffer(bindingIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
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GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
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_vertexBuffersInUse |= 1u << bindingIndex;
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}
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else
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{
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if ((_vertexBuffersInUse & (1u << bindingIndex)) != 0)
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{
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GL.BindVertexBuffer(bindingIndex, 0, IntPtr.Zero, 0);
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_vertexBuffersInUse &= ~(1u << bindingIndex);
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}
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}
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_vertexBuffers[bindingIndex] = vb;
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}
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_minVertexCount = minVertexCount;
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}
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public void SetVertexAttributes(ReadOnlySpan<VertexAttribDescriptor> vertexAttribs)
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{
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int index = 0;
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for (; index < vertexAttribs.Length; index++)
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{
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VertexAttribDescriptor attrib = vertexAttribs[index];
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if (attrib.Equals(_vertexAttribs[index]))
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{
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continue;
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}
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FormatInfo fmtInfo = FormatTable.GetFormatInfo(attrib.Format);
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if (attrib.IsZero)
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{
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// Disabling the attribute causes the shader to read a constant value.
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// We currently set the constant to (0, 0, 0, 0).
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DisableVertexAttrib(index);
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}
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else
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{
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EnableVertexAttrib(index);
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}
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int offset = attrib.Offset;
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int size = fmtInfo.Components;
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bool isFloat = fmtInfo.PixelType == PixelType.Float ||
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fmtInfo.PixelType == PixelType.HalfFloat;
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if (isFloat || fmtInfo.Normalized || fmtInfo.Scaled)
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{
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VertexAttribType type = (VertexAttribType)fmtInfo.PixelType;
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GL.VertexAttribFormat(index, size, type, fmtInfo.Normalized, offset);
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}
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else
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{
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VertexAttribIntegerType type = (VertexAttribIntegerType)fmtInfo.PixelType;
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GL.VertexAttribIFormat(index, size, type, offset);
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}
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GL.VertexAttribBinding(index, attrib.BufferIndex);
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_vertexAttribs[index] = attrib;
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}
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for (; index < Constants.MaxVertexAttribs; index++)
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{
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DisableVertexAttrib(index);
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}
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}
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public void SetIndexBuffer(BufferRange range)
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{
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_indexBuffer = range;
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, range.Handle.ToInt32());
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}
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public void SetRangeOfIndexBuffer()
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{
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Buffer.Resize(_tempIndexBuffer, _indexBuffer.Size);
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Buffer.Copy(_indexBuffer.Handle, _tempIndexBuffer, _indexBuffer.Offset, 0, _indexBuffer.Size);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _tempIndexBuffer.ToInt32());
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}
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public void RestoreIndexBuffer()
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{
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, _indexBuffer.Handle.ToInt32());
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}
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public void PreDraw(int vertexCount)
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{
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LimitVertexBuffers(vertexCount);
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}
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public void PreDrawVbUnbounded()
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{
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UnlimitVertexBuffers();
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}
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public void LimitVertexBuffers(int vertexCount)
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{
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// Is it possible for the draw to fetch outside the bounds of any vertex buffer currently bound?
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if (vertexCount <= _minVertexCount)
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{
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return;
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}
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// If the draw can fetch out of bounds, let's ensure that it will only fetch zeros rather than memory garbage.
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int currentTempVbOffset = 0;
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uint buffersInUse = _vertexBuffersInUse;
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while (buffersInUse != 0)
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{
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int vbIndex = BitOperations.TrailingZeroCount(buffersInUse);
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ref var vb = ref _vertexBuffers[vbIndex];
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int requiredSize = vertexCount * vb.Stride;
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if (vb.Buffer.Size < requiredSize)
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{
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BufferHandle tempVertexBuffer = EnsureTempVertexBufferSize(currentTempVbOffset + requiredSize);
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Buffer.Copy(vb.Buffer.Handle, tempVertexBuffer, vb.Buffer.Offset, currentTempVbOffset, vb.Buffer.Size);
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Buffer.Clear(tempVertexBuffer, currentTempVbOffset + vb.Buffer.Size, requiredSize - vb.Buffer.Size, 0);
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GL.BindVertexBuffer(vbIndex, tempVertexBuffer.ToInt32(), (IntPtr)currentTempVbOffset, vb.Stride);
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currentTempVbOffset += requiredSize;
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_vertexBuffersLimited |= 1u << vbIndex;
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}
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buffersInUse &= ~(1u << vbIndex);
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}
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}
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private BufferHandle EnsureTempVertexBufferSize(int size)
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{
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BufferHandle tempVertexBuffer = _tempVertexBuffer;
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if (_tempVertexBufferSize < size)
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{
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_tempVertexBufferSize = size;
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if (tempVertexBuffer == BufferHandle.Null)
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{
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tempVertexBuffer = Buffer.Create(size);
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_tempVertexBuffer = tempVertexBuffer;
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return tempVertexBuffer;
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}
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Buffer.Resize(_tempVertexBuffer, size);
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}
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return tempVertexBuffer;
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}
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public void UnlimitVertexBuffers()
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{
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uint buffersLimited = _vertexBuffersLimited;
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if (buffersLimited == 0)
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{
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return;
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}
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while (buffersLimited != 0)
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{
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int vbIndex = BitOperations.TrailingZeroCount(buffersLimited);
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ref var vb = ref _vertexBuffers[vbIndex];
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GL.BindVertexBuffer(vbIndex, vb.Buffer.Handle.ToInt32(), (IntPtr)vb.Buffer.Offset, vb.Stride);
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buffersLimited &= ~(1u << vbIndex);
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}
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_vertexBuffersLimited = 0;
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void EnableVertexAttrib(int index)
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{
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uint mask = 1u << index;
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if ((_vertexAttribsInUse & mask) == 0)
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{
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_vertexAttribsInUse |= mask;
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GL.EnableVertexAttribArray(index);
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private void DisableVertexAttrib(int index)
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{
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uint mask = 1u << index;
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if ((_vertexAttribsInUse & mask) != 0)
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{
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_vertexAttribsInUse &= ~mask;
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GL.DisableVertexAttribArray(index);
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GL.VertexAttrib4(index, 0f, 0f, 0f, 1f);
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}
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}
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public void Dispose()
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{
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if (Handle != 0)
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{
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GL.DeleteVertexArray(Handle);
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Handle = 0;
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}
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}
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}
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}
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