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jinx/Ryujinx.Graphics/Gal/OpenGL/OGLPipeline.cs
gdkchan c393cdf8e3
More flexible memory manager (#307)
* Keep track mapped buffers with fixed offsets

* Started rewriting the memory manager

* Initial support for MapPhysicalMemory and UnmapPhysicalMemory, other tweaks

* MapPhysicalMemory/UnmapPhysicalMemory support, other tweaks

* Rebased

* Optimize the map/unmap physical memory svcs

* Integrate shared font support

* Fix address space reserve alignment

* Some fixes related to gpu memory mapping

* Some cleanup

* Only try uploading const buffers that are really used

* Check if memory region is contiguous

* Rebased

* Add missing count increment on IsRegionModified

* Check for reads/writes outside of the address space, optimize translation with a tail call
2018-08-15 15:59:51 -03:00

379 lines
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15 KiB
C#

using OpenTK.Graphics.OpenGL;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Gal.OpenGL
{
class OGLPipeline : IGalPipeline
{
private static Dictionary<GalVertexAttribSize, int> AttribElements =
new Dictionary<GalVertexAttribSize, int>()
{
{ GalVertexAttribSize._32_32_32_32, 4 },
{ GalVertexAttribSize._32_32_32, 3 },
{ GalVertexAttribSize._16_16_16_16, 4 },
{ GalVertexAttribSize._32_32, 2 },
{ GalVertexAttribSize._16_16_16, 3 },
{ GalVertexAttribSize._8_8_8_8, 4 },
{ GalVertexAttribSize._16_16, 2 },
{ GalVertexAttribSize._32, 1 },
{ GalVertexAttribSize._8_8_8, 3 },
{ GalVertexAttribSize._8_8, 2 },
{ GalVertexAttribSize._16, 1 },
{ GalVertexAttribSize._8, 1 },
{ GalVertexAttribSize._10_10_10_2, 4 },
{ GalVertexAttribSize._11_11_10, 3 }
};
private static Dictionary<GalVertexAttribSize, VertexAttribPointerType> AttribTypes =
new Dictionary<GalVertexAttribSize, VertexAttribPointerType>()
{
{ GalVertexAttribSize._32_32_32_32, VertexAttribPointerType.Int },
{ GalVertexAttribSize._32_32_32, VertexAttribPointerType.Int },
{ GalVertexAttribSize._16_16_16_16, VertexAttribPointerType.Short },
{ GalVertexAttribSize._32_32, VertexAttribPointerType.Int },
{ GalVertexAttribSize._16_16_16, VertexAttribPointerType.Short },
{ GalVertexAttribSize._8_8_8_8, VertexAttribPointerType.Byte },
{ GalVertexAttribSize._16_16, VertexAttribPointerType.Short },
{ GalVertexAttribSize._32, VertexAttribPointerType.Int },
{ GalVertexAttribSize._8_8_8, VertexAttribPointerType.Byte },
{ GalVertexAttribSize._8_8, VertexAttribPointerType.Byte },
{ GalVertexAttribSize._16, VertexAttribPointerType.Short },
{ GalVertexAttribSize._8, VertexAttribPointerType.Byte },
{ GalVertexAttribSize._10_10_10_2, VertexAttribPointerType.Int }, //?
{ GalVertexAttribSize._11_11_10, VertexAttribPointerType.Int } //?
};
private GalPipelineState Old;
private OGLConstBuffer Buffer;
private OGLRasterizer Rasterizer;
private OGLShader Shader;
private int VaoHandle;
public OGLPipeline(OGLConstBuffer Buffer, OGLRasterizer Rasterizer, OGLShader Shader)
{
this.Buffer = Buffer;
this.Rasterizer = Rasterizer;
this.Shader = Shader;
//These values match OpenGL's defaults
Old = new GalPipelineState
{
FrontFace = GalFrontFace.CCW,
CullFaceEnabled = false,
CullFace = GalCullFace.Back,
DepthTestEnabled = false,
DepthFunc = GalComparisonOp.Less,
StencilTestEnabled = false,
StencilBackFuncFunc = GalComparisonOp.Always,
StencilBackFuncRef = 0,
StencilBackFuncMask = UInt32.MaxValue,
StencilBackOpFail = GalStencilOp.Keep,
StencilBackOpZFail = GalStencilOp.Keep,
StencilBackOpZPass = GalStencilOp.Keep,
StencilBackMask = UInt32.MaxValue,
StencilFrontFuncFunc = GalComparisonOp.Always,
StencilFrontFuncRef = 0,
StencilFrontFuncMask = UInt32.MaxValue,
StencilFrontOpFail = GalStencilOp.Keep,
StencilFrontOpZFail = GalStencilOp.Keep,
StencilFrontOpZPass = GalStencilOp.Keep,
StencilFrontMask = UInt32.MaxValue,
BlendEnabled = false,
BlendSeparateAlpha = false,
BlendEquationRgb = 0,
BlendFuncSrcRgb = GalBlendFactor.One,
BlendFuncDstRgb = GalBlendFactor.Zero,
BlendEquationAlpha = 0,
BlendFuncSrcAlpha = GalBlendFactor.One,
BlendFuncDstAlpha = GalBlendFactor.Zero,
PrimitiveRestartEnabled = false,
PrimitiveRestartIndex = 0
};
}
public void Bind(GalPipelineState New)
{
BindConstBuffers(New);
BindVertexLayout(New);
if (New.FlipX != Old.FlipX || New.FlipY != Old.FlipY)
{
Shader.SetFlip(New.FlipX, New.FlipY);
}
//Note: Uncomment SetFrontFace and SetCullFace when flipping issues are solved
//if (New.FrontFace != O.FrontFace)
//{
// GL.FrontFace(OGLEnumConverter.GetFrontFace(New.FrontFace));
//}
//if (New.CullFaceEnabled != O.CullFaceEnabled)
//{
// Enable(EnableCap.CullFace, New.CullFaceEnabled);
//}
//if (New.CullFaceEnabled)
//{
// if (New.CullFace != O.CullFace)
// {
// GL.CullFace(OGLEnumConverter.GetCullFace(New.CullFace));
// }
//}
if (New.DepthTestEnabled != Old.DepthTestEnabled)
{
Enable(EnableCap.DepthTest, New.DepthTestEnabled);
}
if (New.DepthTestEnabled)
{
if (New.DepthFunc != Old.DepthFunc)
{
GL.DepthFunc(OGLEnumConverter.GetDepthFunc(New.DepthFunc));
}
}
if (New.StencilTestEnabled != Old.StencilTestEnabled)
{
Enable(EnableCap.StencilTest, New.StencilTestEnabled);
}
if (New.StencilTestEnabled)
{
if (New.StencilBackFuncFunc != Old.StencilBackFuncFunc ||
New.StencilBackFuncRef != Old.StencilBackFuncRef ||
New.StencilBackFuncMask != Old.StencilBackFuncMask)
{
GL.StencilFuncSeparate(
StencilFace.Back,
OGLEnumConverter.GetStencilFunc(New.StencilBackFuncFunc),
New.StencilBackFuncRef,
New.StencilBackFuncMask);
}
if (New.StencilBackOpFail != Old.StencilBackOpFail ||
New.StencilBackOpZFail != Old.StencilBackOpZFail ||
New.StencilBackOpZPass != Old.StencilBackOpZPass)
{
GL.StencilOpSeparate(
StencilFace.Back,
OGLEnumConverter.GetStencilOp(New.StencilBackOpFail),
OGLEnumConverter.GetStencilOp(New.StencilBackOpZFail),
OGLEnumConverter.GetStencilOp(New.StencilBackOpZPass));
}
if (New.StencilBackMask != Old.StencilBackMask)
{
GL.StencilMaskSeparate(StencilFace.Back, New.StencilBackMask);
}
if (New.StencilFrontFuncFunc != Old.StencilFrontFuncFunc ||
New.StencilFrontFuncRef != Old.StencilFrontFuncRef ||
New.StencilFrontFuncMask != Old.StencilFrontFuncMask)
{
GL.StencilFuncSeparate(
StencilFace.Front,
OGLEnumConverter.GetStencilFunc(New.StencilFrontFuncFunc),
New.StencilFrontFuncRef,
New.StencilFrontFuncMask);
}
if (New.StencilFrontOpFail != Old.StencilFrontOpFail ||
New.StencilFrontOpZFail != Old.StencilFrontOpZFail ||
New.StencilFrontOpZPass != Old.StencilFrontOpZPass)
{
GL.StencilOpSeparate(
StencilFace.Front,
OGLEnumConverter.GetStencilOp(New.StencilFrontOpFail),
OGLEnumConverter.GetStencilOp(New.StencilFrontOpZFail),
OGLEnumConverter.GetStencilOp(New.StencilFrontOpZPass));
}
if (New.StencilFrontMask != Old.StencilFrontMask)
{
GL.StencilMaskSeparate(StencilFace.Front, New.StencilFrontMask);
}
}
if (New.BlendEnabled != Old.BlendEnabled)
{
Enable(EnableCap.Blend, New.BlendEnabled);
}
if (New.BlendEnabled)
{
if (New.BlendSeparateAlpha)
{
if (New.BlendEquationRgb != Old.BlendEquationRgb ||
New.BlendEquationAlpha != Old.BlendEquationAlpha)
{
GL.BlendEquationSeparate(
OGLEnumConverter.GetBlendEquation(New.BlendEquationRgb),
OGLEnumConverter.GetBlendEquation(New.BlendEquationAlpha));
}
if (New.BlendFuncSrcRgb != Old.BlendFuncSrcRgb ||
New.BlendFuncDstRgb != Old.BlendFuncDstRgb ||
New.BlendFuncSrcAlpha != Old.BlendFuncSrcAlpha ||
New.BlendFuncDstAlpha != Old.BlendFuncDstAlpha)
{
GL.BlendFuncSeparate(
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcRgb),
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.BlendFuncDstRgb),
(BlendingFactorSrc) OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcAlpha),
(BlendingFactorDest)OGLEnumConverter.GetBlendFactor(New.BlendFuncDstAlpha));
}
}
else
{
if (New.BlendEquationRgb != Old.BlendEquationRgb)
{
GL.BlendEquation(OGLEnumConverter.GetBlendEquation(New.BlendEquationRgb));
}
if (New.BlendFuncSrcRgb != Old.BlendFuncSrcRgb ||
New.BlendFuncDstRgb != Old.BlendFuncDstRgb)
{
GL.BlendFunc(
OGLEnumConverter.GetBlendFactor(New.BlendFuncSrcRgb),
OGLEnumConverter.GetBlendFactor(New.BlendFuncDstRgb));
}
}
}
if (New.PrimitiveRestartEnabled != Old.PrimitiveRestartEnabled)
{
Enable(EnableCap.PrimitiveRestart, New.PrimitiveRestartEnabled);
}
if (New.PrimitiveRestartEnabled)
{
if (New.PrimitiveRestartIndex != Old.PrimitiveRestartIndex)
{
GL.PrimitiveRestartIndex(New.PrimitiveRestartIndex);
}
}
Old = New;
}
private void BindConstBuffers(GalPipelineState New)
{
//Index 0 is reserved
int FreeBinding = 1;
void BindIfNotNull(OGLShaderStage Stage)
{
if (Stage != null)
{
foreach (ShaderDeclInfo DeclInfo in Stage.ConstBufferUsage)
{
long Key = New.ConstBufferKeys[(int)Stage.Type][DeclInfo.Cbuf];
if (Key != 0 && Buffer.TryGetUbo(Key, out int UboHandle))
{
GL.BindBufferBase(BufferRangeTarget.UniformBuffer, FreeBinding, UboHandle);
}
FreeBinding++;
}
}
}
BindIfNotNull(Shader.Current.Vertex);
BindIfNotNull(Shader.Current.TessControl);
BindIfNotNull(Shader.Current.TessEvaluation);
BindIfNotNull(Shader.Current.Geometry);
BindIfNotNull(Shader.Current.Fragment);
}
private void BindVertexLayout(GalPipelineState New)
{
foreach (GalVertexBinding Binding in New.VertexBindings)
{
if (!Binding.Enabled || !Rasterizer.TryGetVbo(Binding.VboKey, out int VboHandle))
{
continue;
}
if (VaoHandle == 0)
{
VaoHandle = GL.GenVertexArray();
//Vertex arrays shouldn't be used anywhere else in OpenGL's backend
//if you want to use it, move this line out of the if
GL.BindVertexArray(VaoHandle);
}
foreach (GalVertexAttrib Attrib in Binding.Attribs)
{
GL.EnableVertexAttribArray(Attrib.Index);
GL.BindBuffer(BufferTarget.ArrayBuffer, VboHandle);
bool Unsigned =
Attrib.Type == GalVertexAttribType.Unorm ||
Attrib.Type == GalVertexAttribType.Uint ||
Attrib.Type == GalVertexAttribType.Uscaled;
bool Normalize =
Attrib.Type == GalVertexAttribType.Snorm ||
Attrib.Type == GalVertexAttribType.Unorm;
VertexAttribPointerType Type = 0;
if (Attrib.Type == GalVertexAttribType.Float)
{
Type = VertexAttribPointerType.Float;
}
else
{
Type = AttribTypes[Attrib.Size] + (Unsigned ? 1 : 0);
}
int Size = AttribElements[Attrib.Size];
int Offset = Attrib.Offset;
if (Attrib.Type == GalVertexAttribType.Sint ||
Attrib.Type == GalVertexAttribType.Uint)
{
IntPtr Pointer = new IntPtr(Offset);
VertexAttribIntegerType IType = (VertexAttribIntegerType)Type;
GL.VertexAttribIPointer(Attrib.Index, Size, IType, Binding.Stride, Pointer);
}
else
{
GL.VertexAttribPointer(Attrib.Index, Size, Type, Normalize, Binding.Stride, Offset);
}
}
}
}
private void Enable(EnableCap Cap, bool Enabled)
{
if (Enabled)
{
GL.Enable(Cap);
}
else
{
GL.Disable(Cap);
}
}
}
}