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jinx/Ryujinx.Graphics/Gal/OpenGL/OGLFrameBuffer.cs
ReinUsesLisp 0bec547b9d Disable front facing and face culling to avoid regression (#226)
* Disable tests for framebuffer blitting
2018-07-06 23:40:12 -03:00

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13 KiB
C#

using OpenTK;
using OpenTK.Graphics.OpenGL;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
public class OGLFrameBuffer : IGalFrameBuffer
{
private struct Rect
{
public int X { get; private set; }
public int Y { get; private set; }
public int Width { get; private set; }
public int Height { get; private set; }
public Rect(int X, int Y, int Width, int Height)
{
this.X = X;
this.Y = Y;
this.Width = Width;
this.Height = Height;
}
}
private class FrameBuffer
{
public int Width { get; set; }
public int Height { get; set; }
public int Handle { get; private set; }
public int RbHandle { get; private set; }
public int TexHandle { get; private set; }
public FrameBuffer(int Width, int Height)
{
this.Width = Width;
this.Height = Height;
Handle = GL.GenFramebuffer();
RbHandle = GL.GenRenderbuffer();
TexHandle = GL.GenTexture();
}
}
private struct ShaderProgram
{
public int Handle;
public int VpHandle;
public int FpHandle;
}
private Dictionary<long, FrameBuffer> Fbs;
private ShaderProgram Shader;
private Rect Viewport;
private Rect Window;
private bool IsInitialized;
private int RawFbTexWidth;
private int RawFbTexHeight;
private int RawFbTexHandle;
private int CurrFbHandle;
private int CurrTexHandle;
private int VaoHandle;
private int VboHandle;
public OGLFrameBuffer()
{
Fbs = new Dictionary<long, FrameBuffer>();
Shader = new ShaderProgram();
}
public void Create(long Key, int Width, int Height)
{
//TODO: We should either use the original frame buffer size,
//or just remove the Width/Height arguments.
Width = Window.Width;
Height = Window.Height;
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
if (Fb.Width != Width ||
Fb.Height != Height)
{
SetupTexture(Fb.TexHandle, Width, Height);
Fb.Width = Width;
Fb.Height = Height;
}
return;
}
Fb = new FrameBuffer(Width, Height);
SetupTexture(Fb.TexHandle, Width, Height);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
GL.BindRenderbuffer(RenderbufferTarget.Renderbuffer, Fb.RbHandle);
GL.RenderbufferStorage(
RenderbufferTarget.Renderbuffer,
RenderbufferStorage.Depth24Stencil8,
Width,
Height);
GL.FramebufferRenderbuffer(
FramebufferTarget.Framebuffer,
FramebufferAttachment.DepthStencilAttachment,
RenderbufferTarget.Renderbuffer,
Fb.RbHandle);
GL.FramebufferTexture(
FramebufferTarget.Framebuffer,
FramebufferAttachment.ColorAttachment0,
Fb.TexHandle,
0);
GL.DrawBuffer(DrawBufferMode.ColorAttachment0);
GL.Viewport(0, 0, Width, Height);
Fbs.Add(Key, Fb);
}
public void Bind(long Key)
{
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
CurrFbHandle = Fb.Handle;
}
}
public void BindTexture(long Key, int Index)
{
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
GL.ActiveTexture(TextureUnit.Texture0 + Index);
GL.BindTexture(TextureTarget.Texture2D, Fb.TexHandle);
}
}
public void Set(long Key)
{
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
CurrTexHandle = Fb.TexHandle;
}
}
public void Set(byte[] Data, int Width, int Height)
{
if (RawFbTexHandle == 0)
{
RawFbTexHandle = GL.GenTexture();
}
if (RawFbTexWidth != Width ||
RawFbTexHeight != Height)
{
SetupTexture(RawFbTexHandle, Width, Height);
RawFbTexWidth = Width;
RawFbTexHeight = Height;
}
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, RawFbTexHandle);
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, Width, Height, Format, Type, Data);
CurrTexHandle = RawFbTexHandle;
}
public void SetTransform(float SX, float SY, float Rotate, float TX, float TY)
{
EnsureInitialized();
Matrix2 Transform;
Transform = Matrix2.CreateScale(SX, SY);
Transform *= Matrix2.CreateRotation(Rotate);
Vector2 Offs = new Vector2(TX, TY);
int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
GL.UseProgram(Shader.Handle);
int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
int OffsetUniformLocation = GL.GetUniformLocation(Shader.Handle, "offset");
GL.Uniform2(OffsetUniformLocation, ref Offs);
GL.UseProgram(CurrentProgram);
}
public void SetWindowSize(int Width, int Height)
{
int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
GL.UseProgram(Shader.Handle);
int WindowSizeUniformLocation = GL.GetUniformLocation(Shader.Handle, "window_size");
GL.Uniform2(WindowSizeUniformLocation, new Vector2(Width, Height));
GL.UseProgram(CurrentProgram);
Window = new Rect(0, 0, Width, Height);
}
public void SetViewport(int X, int Y, int Width, int Height)
{
Viewport = new Rect(X, Y, Width, Height);
//TODO
}
public void Render()
{
if (CurrTexHandle != 0)
{
EnsureInitialized();
//bool CullFaceEnable = GL.IsEnabled(EnableCap.CullFace);
bool DepthTestEnable = GL.IsEnabled(EnableCap.DepthTest);
bool StencilTestEnable = GL.IsEnabled(EnableCap.StencilTest);
bool AlphaBlendEnable = GL.IsEnabled(EnableCap.Blend);
//GL.Disable(EnableCap.CullFace);
GL.Disable(EnableCap.DepthTest);
GL.Disable(EnableCap.StencilTest);
GL.Disable(EnableCap.Blend);
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, CurrTexHandle);
int CurrentProgram = GL.GetInteger(GetPName.CurrentProgram);
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
SetViewport(Window);
GL.Clear(
ClearBufferMask.ColorBufferBit |
ClearBufferMask.DepthBufferBit);
GL.BindVertexArray(VaoHandle);
GL.UseProgram(Shader.Handle);
GL.DrawArrays(PrimitiveType.TriangleStrip, 0, 4);
//Restore the original state.
GL.BindFramebuffer(FramebufferTarget.Framebuffer, CurrFbHandle);
GL.UseProgram(CurrentProgram);
//if (CullFaceEnable)
//{
// GL.Enable(EnableCap.CullFace);
//}
if (DepthTestEnable)
{
GL.Enable(EnableCap.DepthTest);
}
if (StencilTestEnable)
{
GL.Enable(EnableCap.StencilTest);
}
if (AlphaBlendEnable)
{
GL.Enable(EnableCap.Blend);
}
//GL.Viewport(0, 0, 1280, 720);
}
}
public void GetBufferData(long Key, Action<byte[]> Callback)
{
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, Fb.Handle);
byte[] Data = new byte[Fb.Width * Fb.Height * 4];
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
GL.ReadPixels(
0,
0,
Fb.Width,
Fb.Height,
Format,
Type,
Data);
Callback(Data);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, CurrFbHandle);
}
}
private void SetViewport(Rect Viewport)
{
GL.Viewport(
Viewport.X,
Viewport.Y,
Viewport.Width,
Viewport.Height);
}
private void EnsureInitialized()
{
if (!IsInitialized)
{
IsInitialized = true;
SetupShader();
SetupVertex();
}
}
private void SetupShader()
{
Shader.VpHandle = GL.CreateShader(ShaderType.VertexShader);
Shader.FpHandle = GL.CreateShader(ShaderType.FragmentShader);
string VpSource = EmbeddedResource.GetString("GlFbVtxShader");
string FpSource = EmbeddedResource.GetString("GlFbFragShader");
GL.ShaderSource(Shader.VpHandle, VpSource);
GL.ShaderSource(Shader.FpHandle, FpSource);
GL.CompileShader(Shader.VpHandle);
GL.CompileShader(Shader.FpHandle);
Shader.Handle = GL.CreateProgram();
GL.AttachShader(Shader.Handle, Shader.VpHandle);
GL.AttachShader(Shader.Handle, Shader.FpHandle);
GL.LinkProgram(Shader.Handle);
GL.UseProgram(Shader.Handle);
Matrix2 Transform = Matrix2.Identity;
int TexUniformLocation = GL.GetUniformLocation(Shader.Handle, "tex");
GL.Uniform1(TexUniformLocation, 0);
int WindowSizeUniformLocation = GL.GetUniformLocation(Shader.Handle, "window_size");
GL.Uniform2(WindowSizeUniformLocation, new Vector2(1280.0f, 720.0f));
int TransformUniformLocation = GL.GetUniformLocation(Shader.Handle, "transform");
GL.UniformMatrix2(TransformUniformLocation, false, ref Transform);
}
private void SetupVertex()
{
VaoHandle = GL.GenVertexArray();
VboHandle = GL.GenBuffer();
float[] Buffer = new float[]
{
-1, 1, 0, 0,
1, 1, 1, 0,
-1, -1, 0, 1,
1, -1, 1, 1
};
IntPtr Length = new IntPtr(Buffer.Length * 4);
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
GL.BufferData(BufferTarget.ArrayBuffer, Length, Buffer, BufferUsageHint.StreamDraw);
GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
GL.BindVertexArray(VaoHandle);
GL.EnableVertexAttribArray(0);
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
GL.VertexAttribPointer(0, 2, VertexAttribPointerType.Float, false, 16, 0);
GL.EnableVertexAttribArray(1);
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
GL.VertexAttribPointer(1, 2, VertexAttribPointerType.Float, false, 16, 8);
}
private void SetupTexture(int Handle, int Width, int Height)
{
GL.BindTexture(TextureTarget.Texture2D, Handle);
const int MinFilter = (int)TextureMinFilter.Linear;
const int MagFilter = (int)TextureMagFilter.Linear;
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, MinFilter);
GL.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, MagFilter);
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
const int Level = 0;
const int Border = 0;
GL.TexImage2D(
TextureTarget.Texture2D,
Level,
InternalFmt,
Width,
Height,
Border,
Format,
Type,
IntPtr.Zero);
}
}
}