9948a7be53
* Support constant attributes (with a value of zero) * Remove extra line
148 lines
4.3 KiB
C#
148 lines
4.3 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 VertexArray : IDisposable
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{
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public int Handle { get; private set; }
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private bool _needsAttribsUpdate;
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private VertexBufferDescriptor[] _vertexBuffers;
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private VertexAttribDescriptor[] _vertexAttribs;
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public VertexArray()
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{
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Handle = GL.GenVertexArray();
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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(VertexBufferDescriptor[] vertexBuffers)
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{
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int bindingIndex = 0;
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foreach (VertexBufferDescriptor vb in vertexBuffers)
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{
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if (vb.Buffer.Buffer != null)
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{
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int bufferHandle = ((Buffer)vb.Buffer.Buffer).Handle;
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GL.BindVertexBuffer(bindingIndex, bufferHandle, (IntPtr)vb.Buffer.Offset, vb.Stride);
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GL.VertexBindingDivisor(bindingIndex, vb.Divisor);
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}
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else
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{
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GL.BindVertexBuffer(bindingIndex, 0, IntPtr.Zero, 0);
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}
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bindingIndex++;
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}
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_vertexBuffers = vertexBuffers;
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_needsAttribsUpdate = true;
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}
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public void SetVertexAttributes(VertexAttribDescriptor[] vertexAttribs)
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{
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int attribIndex = 0;
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foreach (VertexAttribDescriptor attrib in vertexAttribs)
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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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// The value is configurable, but by default is a vector of (0, 0, 0, 1).
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GL.DisableVertexAttribArray(attribIndex);
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}
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else
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{
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GL.EnableVertexAttribArray(attribIndex);
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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(attribIndex, 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(attribIndex, size, type, offset);
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}
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GL.VertexAttribBinding(attribIndex, attrib.BufferIndex);
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attribIndex++;
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}
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for (; attribIndex < 16; attribIndex++)
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{
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GL.DisableVertexAttribArray(attribIndex);
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}
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_vertexAttribs = vertexAttribs;
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}
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public void SetIndexBuffer(Buffer indexBuffer)
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{
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, indexBuffer?.Handle ?? 0);
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}
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public void Validate()
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{
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for (int attribIndex = 0; attribIndex < _vertexAttribs.Length; attribIndex++)
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{
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VertexAttribDescriptor attrib = _vertexAttribs[attribIndex];
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if ((uint)attrib.BufferIndex >= _vertexBuffers.Length)
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{
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GL.DisableVertexAttribArray(attribIndex);
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continue;
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}
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if (_vertexBuffers[attrib.BufferIndex].Buffer.Buffer == null)
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{
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GL.DisableVertexAttribArray(attribIndex);
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continue;
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}
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if (_needsAttribsUpdate && !attrib.IsZero)
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{
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GL.EnableVertexAttribArray(attribIndex);
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}
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}
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_needsAttribsUpdate = false;
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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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