RyuKen/Ryujinx.Graphics/Gal/OpenGL/OpenGLRenderer.cs
gdkchan c8c86a3854
Fix for current framebuffer issues (#78)
[GPU] Fix some of the current framebuffer issues
2018-04-13 15:12:58 -03:00

251 lines
No EOL
6.8 KiB
C#

using OpenTK;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
public class OpenGLRenderer : IGalRenderer
{
private OGLBlend Blend;
private OGLFrameBuffer FrameBuffer;
private OGLRasterizer Rasterizer;
private OGLShader Shader;
private OGLTexture Texture;
private ConcurrentQueue<Action> ActionsQueue;
public OpenGLRenderer()
{
Blend = new OGLBlend();
FrameBuffer = new OGLFrameBuffer();
Rasterizer = new OGLRasterizer();
Shader = new OGLShader();
Texture = new OGLTexture();
ActionsQueue = new ConcurrentQueue<Action>();
}
public void QueueAction(Action ActionMthd)
{
ActionsQueue.Enqueue(ActionMthd);
}
public void RunActions()
{
int Count = ActionsQueue.Count;
while (Count-- > 0 && ActionsQueue.TryDequeue(out Action RenderAction))
{
RenderAction();
}
}
public void Render()
{
FrameBuffer.Render();
}
public void SetWindowSize(int Width, int Height)
{
//TODO
}
public void SetBlendEnable(bool Enable)
{
if (Enable)
{
ActionsQueue.Enqueue(() => Blend.Enable());
}
else
{
ActionsQueue.Enqueue(() => Blend.Disable());
}
}
public void SetBlend(
GalBlendEquation Equation,
GalBlendFactor FuncSrc,
GalBlendFactor FuncDst)
{
ActionsQueue.Enqueue(() => Blend.Set(Equation, FuncSrc, FuncDst));
}
public void SetBlendSeparate(
GalBlendEquation EquationRgb,
GalBlendEquation EquationAlpha,
GalBlendFactor FuncSrcRgb,
GalBlendFactor FuncDstRgb,
GalBlendFactor FuncSrcAlpha,
GalBlendFactor FuncDstAlpha)
{
ActionsQueue.Enqueue(() =>
{
Blend.SetSeparate(
EquationRgb,
EquationAlpha,
FuncSrcRgb,
FuncDstRgb,
FuncSrcAlpha,
FuncDstAlpha);
});
}
public void CreateFrameBuffer(long Tag, int Width, int Height)
{
ActionsQueue.Enqueue(() => FrameBuffer.Create(Tag, Width, Height));
}
public void BindFrameBuffer(long Tag)
{
ActionsQueue.Enqueue(() => FrameBuffer.Bind(Tag));
}
public void BindFrameBufferTexture(long Tag, int Index, GalTextureSampler Sampler)
{
ActionsQueue.Enqueue(() =>
{
FrameBuffer.BindTexture(Tag, Index);
OGLTexture.Set(Sampler);
});
}
public void SetFrameBuffer(long Tag)
{
ActionsQueue.Enqueue(() => FrameBuffer.Set(Tag));
}
public void SetFrameBuffer(byte[] Data, int Width, int Height)
{
ActionsQueue.Enqueue(() => FrameBuffer.Set(Data, Width, Height));
}
public void SetFrameBufferTransform(float SX, float SY, float Rotate, float TX, float TY)
{
Matrix2 Transform;
Transform = Matrix2.CreateScale(SX, SY);
Transform *= Matrix2.CreateRotation(Rotate);
Vector2 Offs = new Vector2(TX, TY);
ActionsQueue.Enqueue(() => FrameBuffer.SetTransform(Transform, Offs));
}
public void ClearBuffers(int RtIndex, GalClearBufferFlags Flags)
{
ActionsQueue.Enqueue(() => Rasterizer.ClearBuffers(RtIndex, Flags));
}
public void SetVertexArray(int VbIndex, int Stride, byte[] Buffer, GalVertexAttrib[] Attribs)
{
if ((uint)VbIndex > 31)
{
throw new ArgumentOutOfRangeException(nameof(VbIndex));
}
ActionsQueue.Enqueue(() => Rasterizer.SetVertexArray(VbIndex, Stride,
Buffer ?? throw new ArgumentNullException(nameof(Buffer)),
Attribs ?? throw new ArgumentNullException(nameof(Attribs))));
}
public void SetIndexArray(byte[] Buffer, GalIndexFormat Format)
{
if (Buffer == null)
{
throw new ArgumentNullException(nameof(Buffer));
}
ActionsQueue.Enqueue(() => Rasterizer.SetIndexArray(Buffer, Format));
}
public void DrawArrays(int VbIndex, GalPrimitiveType PrimType)
{
if ((uint)VbIndex > 31)
{
throw new ArgumentOutOfRangeException(nameof(VbIndex));
}
ActionsQueue.Enqueue(() => Rasterizer.DrawArrays(VbIndex, PrimType));
}
public void DrawElements(int VbIndex, int First, GalPrimitiveType PrimType)
{
if ((uint)VbIndex > 31)
{
throw new ArgumentOutOfRangeException(nameof(VbIndex));
}
ActionsQueue.Enqueue(() => Rasterizer.DrawElements(VbIndex, First, PrimType));
}
public void CreateShader(long Tag, GalShaderType Type, byte[] Data)
{
if (Data == null)
{
throw new ArgumentNullException(nameof(Data));
}
Shader.Create(Tag, Type, Data);
}
public void SetConstBuffer(long Tag, int Cbuf, byte[] Data)
{
if (Data == null)
{
throw new ArgumentNullException(nameof(Data));
}
ActionsQueue.Enqueue(() => Shader.SetConstBuffer(Tag, Cbuf, Data));
}
public void SetUniform1(string UniformName, int Value)
{
if (UniformName == null)
{
throw new ArgumentNullException(nameof(UniformName));
}
ActionsQueue.Enqueue(() => Shader.SetUniform1(UniformName, Value));
}
public IEnumerable<ShaderDeclInfo> GetTextureUsage(long Tag)
{
return Shader.GetTextureUsage(Tag);
}
public void BindShader(long Tag)
{
ActionsQueue.Enqueue(() => Shader.Bind(Tag));
}
public void BindProgram()
{
ActionsQueue.Enqueue(() => Shader.BindProgram());
}
public void SetTextureAndSampler(int Index, GalTexture Texture, GalTextureSampler Sampler)
{
ActionsQueue.Enqueue(() =>
{
this.Texture.Set(Index, Texture);
OGLTexture.Set(Sampler);
});
}
public void BindTexture(int Index)
{
ActionsQueue.Enqueue(() => Texture.Bind(Index));
}
}
}