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jinx/Ryujinx.Graphics/Gal/OpenGL/OGLFrameBuffer.cs
gdkchan 521751795a
Code style fixes and nits on the HLE project (#355)
* Some style fixes and nits on ITimeZoneService

* Remove some unneeded usings

* Remove the Ryujinx.HLE.OsHle.Handles namespace

* Remove hbmenu automatic load on process exit

* Rename Ns to Device, rename Os to System, rename SystemState to State

* Move Exceptions and Utilities out of OsHle

* Rename OsHle to HOS

* Rename OsHle folder to HOS

* IManagerDisplayService and ISystemDisplayService style fixes

* BsdError shouldn't be public

* Add a empty new line before using static

* Remove unused file

* Some style fixes on NPDM

* Exit gracefully when the application is closed

* Code style fixes on IGeneralService

* Add 0x prefix on values printed as hex

* Small improvements on finalization code

* Move ProcessId and ThreadId out of AThreadState

* Rename VFs to FileSystem

* FsAccessHeader shouldn't be public. Also fix file names casing

* More case changes on NPDM

* Remove unused files

* Move using to the correct place on NPDM

* Use properties on KernelAccessControlMmio

* Address PR feedback
2018-08-16 20:47:36 -03:00

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12 KiB
C#

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, bool HasRenderBuffer)
{
this.Width = Width;
this.Height = Height;
Handle = GL.GenFramebuffer();
TexHandle = GL.GenTexture();
if (HasRenderBuffer)
{
RbHandle = GL.GenRenderbuffer();
}
}
}
private const int NativeWidth = 1280;
private const int NativeHeight = 720;
private Dictionary<long, FrameBuffer> Fbs;
private Rect Viewport;
private Rect Window;
private FrameBuffer CurrFb;
private FrameBuffer CurrReadFb;
private FrameBuffer RawFb;
private bool FlipX;
private bool FlipY;
private int CropTop;
private int CropLeft;
private int CropRight;
private int CropBottom;
public OGLFrameBuffer()
{
Fbs = new Dictionary<long, FrameBuffer>();
}
public void Create(long Key, int Width, int 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, true);
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);
Fbs.Add(Key, Fb);
}
public void Bind(long Key)
{
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
GL.BindFramebuffer(FramebufferTarget.Framebuffer, Fb.Handle);
CurrFb = Fb;
}
}
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))
{
CurrReadFb = Fb;
}
}
public void Set(byte[] Data, int Width, int Height)
{
if (RawFb == null)
{
CreateRawFb(Width, Height);
}
if (RawFb.Width != Width ||
RawFb.Height != Height)
{
SetupTexture(RawFb.TexHandle, Width, Height);
RawFb.Width = Width;
RawFb.Height = Height;
}
GL.ActiveTexture(TextureUnit.Texture0);
GL.BindTexture(TextureTarget.Texture2D, RawFb.TexHandle);
(PixelFormat Format, PixelType Type) = OGLEnumConverter.GetTextureFormat(GalTextureFormat.A8B8G8R8);
GL.TexSubImage2D(TextureTarget.Texture2D, 0, 0, 0, Width, Height, Format, Type, Data);
CurrReadFb = RawFb;
}
public void SetTransform(bool FlipX, bool FlipY, int Top, int Left, int Right, int Bottom)
{
this.FlipX = FlipX;
this.FlipY = FlipY;
CropTop = Top;
CropLeft = Left;
CropRight = Right;
CropBottom = Bottom;
}
public void SetWindowSize(int Width, int Height)
{
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);
SetViewport(Viewport);
}
private void SetViewport(Rect Viewport)
{
GL.Viewport(
Viewport.X,
Viewport.Y,
Viewport.Width,
Viewport.Height);
}
public void Render()
{
if (CurrReadFb != null)
{
int SrcX0, SrcX1, SrcY0, SrcY1;
if (CropLeft == 0 && CropRight == 0)
{
SrcX0 = 0;
SrcX1 = CurrReadFb.Width;
}
else
{
SrcX0 = CropLeft;
SrcX1 = CropRight;
}
if (CropTop == 0 && CropBottom == 0)
{
SrcY0 = 0;
SrcY1 = CurrReadFb.Height;
}
else
{
SrcY0 = CropTop;
SrcY1 = CropBottom;
}
float RatioX = MathF.Min(1f, (Window.Height * (float)NativeWidth) / ((float)NativeHeight * Window.Width));
float RatioY = MathF.Min(1f, (Window.Width * (float)NativeHeight) / ((float)NativeWidth * Window.Height));
int DstWidth = (int)(Window.Width * RatioX);
int DstHeight = (int)(Window.Height * RatioY);
int DstPaddingX = (Window.Width - DstWidth) / 2;
int DstPaddingY = (Window.Height - DstHeight) / 2;
int DstX0 = FlipX ? Window.Width - DstPaddingX : DstPaddingX;
int DstX1 = FlipX ? DstPaddingX : Window.Width - DstPaddingX;
int DstY0 = FlipY ? DstPaddingY : Window.Height - DstPaddingY;
int DstY1 = FlipY ? Window.Height - DstPaddingY : DstPaddingY;
GL.BindFramebuffer(FramebufferTarget.Framebuffer, 0);
GL.Viewport(0, 0, Window.Width, Window.Height);
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, CurrReadFb.Handle);
GL.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
GL.BlitFramebuffer(
SrcX0, SrcY0, SrcX1, SrcY1,
DstX0, DstY0, DstX1, DstY1,
ClearBufferMask.ColorBufferBit, BlitFramebufferFilter.Linear);
}
}
public void Copy(
long SrcKey,
long DstKey,
int SrcX0,
int SrcY0,
int SrcX1,
int SrcY1,
int DstX0,
int DstY0,
int DstX1,
int DstY1)
{
if (Fbs.TryGetValue(SrcKey, out FrameBuffer SrcFb) &&
Fbs.TryGetValue(DstKey, out FrameBuffer DstFb))
{
GL.BindFramebuffer(FramebufferTarget.ReadFramebuffer, SrcFb.Handle);
GL.BindFramebuffer(FramebufferTarget.DrawFramebuffer, DstFb.Handle);
GL.Clear(ClearBufferMask.ColorBufferBit);
GL.BlitFramebuffer(
SrcX0, SrcY0, SrcX1, SrcY1,
DstX0, DstY0, DstX1, DstY1,
ClearBufferMask.ColorBufferBit,
BlitFramebufferFilter.Linear);
}
}
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);
}
}
public void SetBufferData(
long Key,
int Width,
int Height,
GalTextureFormat Format,
byte[] Buffer)
{
if (Fbs.TryGetValue(Key, out FrameBuffer Fb))
{
GL.BindTexture(TextureTarget.Texture2D, Fb.TexHandle);
const int Level = 0;
const int Border = 0;
const PixelInternalFormat InternalFmt = PixelInternalFormat.Rgba;
(PixelFormat GlFormat, PixelType Type) = OGLEnumConverter.GetTextureFormat(Format);
GL.TexImage2D(
TextureTarget.Texture2D,
Level,
InternalFmt,
Width,
Height,
Border,
GlFormat,
Type,
Buffer);
}
}
private void CreateRawFb(int Width, int Height)
{
if (RawFb == null)
{
RawFb = new FrameBuffer(Width, Height, false);
SetupTexture(RawFb.TexHandle, Width, Height);
RawFb.Width = Width;
RawFb.Height = Height;
GL.BindFramebuffer(FramebufferTarget.Framebuffer, RawFb.Handle);
GL.FramebufferTexture(
FramebufferTarget.Framebuffer,
FramebufferAttachment.ColorAttachment0,
RawFb.TexHandle,
0);
GL.Viewport(0, 0, Width, Height);
}
}
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);
}
}
}