forked from Mirror/Ryujinx
726de8c46a
* Add multiple color outputs for fragment shaders * Add registers and gal enums * Use textures for framebuffers and split color and zeta framebuffers * Abstract texture and framebuffer targets as an image * Share images between framebuffers and textures * Unstub formats * Add some formats * Disable multiple attachments * Cache framebuffer attachments * Handle format types * Add some rendertarget formats * Code cleanup * Fixup half float types * Address feedback * Disable multiple attachments in shaders * Add A4B4G4R4 image format * Add reversed section for image enums
156 lines
No EOL
4.5 KiB
C#
156 lines
No EOL
4.5 KiB
C#
using OpenTK.Graphics.OpenGL;
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using System;
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namespace Ryujinx.Graphics.Gal.OpenGL
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{
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class OGLRasterizer : IGalRasterizer
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{
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private int[] VertexBuffers;
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private OGLCachedResource<int> VboCache;
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private OGLCachedResource<int> IboCache;
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private struct IbInfo
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{
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public int Count;
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public int ElemSizeLog2;
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public DrawElementsType Type;
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}
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private IbInfo IndexBuffer;
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public OGLRasterizer()
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{
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VertexBuffers = new int[32];
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VboCache = new OGLCachedResource<int>(GL.DeleteBuffer);
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IboCache = new OGLCachedResource<int>(GL.DeleteBuffer);
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IndexBuffer = new IbInfo();
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}
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public void LockCaches()
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{
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VboCache.Lock();
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IboCache.Lock();
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}
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public void UnlockCaches()
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{
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VboCache.Unlock();
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IboCache.Unlock();
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}
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public void ClearBuffers(
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GalClearBufferFlags Flags,
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int Attachment,
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float Red, float Green, float Blue, float Alpha,
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float Depth,
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int Stencil)
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{
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GL.ColorMask(
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Flags.HasFlag(GalClearBufferFlags.ColorRed),
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Flags.HasFlag(GalClearBufferFlags.ColorGreen),
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Flags.HasFlag(GalClearBufferFlags.ColorBlue),
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Flags.HasFlag(GalClearBufferFlags.ColorAlpha));
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GL.ClearBuffer(ClearBuffer.Color, Attachment, new float[] { Red, Green, Blue, Alpha });
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if (Flags.HasFlag(GalClearBufferFlags.Depth))
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{
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GL.ClearBuffer(ClearBuffer.Depth, 0, ref Depth);
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}
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if (Flags.HasFlag(GalClearBufferFlags.Stencil))
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{
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GL.ClearBuffer(ClearBuffer.Stencil, 0, ref Stencil);
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}
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GL.ColorMask(true, true, true, true);
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}
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public bool IsVboCached(long Key, long DataSize)
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{
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return VboCache.TryGetSize(Key, out long Size) && Size == DataSize;
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}
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public bool IsIboCached(long Key, long DataSize)
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{
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return IboCache.TryGetSize(Key, out long Size) && Size == DataSize;
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}
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public void CreateVbo(long Key, int DataSize, IntPtr HostAddress)
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{
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int Handle = GL.GenBuffer();
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VboCache.AddOrUpdate(Key, Handle, (uint)DataSize);
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IntPtr Length = new IntPtr(DataSize);
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GL.BindBuffer(BufferTarget.ArrayBuffer, Handle);
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GL.BufferData(BufferTarget.ArrayBuffer, Length, HostAddress, BufferUsageHint.StreamDraw);
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}
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public void CreateIbo(long Key, int DataSize, IntPtr HostAddress)
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{
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int Handle = GL.GenBuffer();
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IboCache.AddOrUpdate(Key, Handle, (uint)DataSize);
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IntPtr Length = new IntPtr(DataSize);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, Handle);
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GL.BufferData(BufferTarget.ElementArrayBuffer, Length, HostAddress, BufferUsageHint.StreamDraw);
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}
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public void SetIndexArray(int Size, GalIndexFormat Format)
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{
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IndexBuffer.Type = OGLEnumConverter.GetDrawElementsType(Format);
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IndexBuffer.Count = Size >> (int)Format;
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IndexBuffer.ElemSizeLog2 = (int)Format;
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}
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public void DrawArrays(int First, int PrimCount, GalPrimitiveType PrimType)
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{
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if (PrimCount == 0)
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{
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return;
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}
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GL.DrawArrays(OGLEnumConverter.GetPrimitiveType(PrimType), First, PrimCount);
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}
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public void DrawElements(long IboKey, int First, int VertexBase, GalPrimitiveType PrimType)
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{
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if (!IboCache.TryGetValue(IboKey, out int IboHandle))
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{
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return;
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}
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PrimitiveType Mode = OGLEnumConverter.GetPrimitiveType(PrimType);
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GL.BindBuffer(BufferTarget.ElementArrayBuffer, IboHandle);
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First <<= IndexBuffer.ElemSizeLog2;
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if (VertexBase != 0)
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{
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IntPtr Indices = new IntPtr(First);
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GL.DrawElementsBaseVertex(Mode, IndexBuffer.Count, IndexBuffer.Type, Indices, VertexBase);
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}
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else
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{
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GL.DrawElements(Mode, IndexBuffer.Count, IndexBuffer.Type, First);
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}
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}
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public bool TryGetVbo(long VboKey, out int VboHandle)
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{
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return VboCache.TryGetValue(VboKey, out VboHandle);
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}
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}
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} |